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  • creating a 3d plane using Frank Luna's technique

    - by numerical25
    I am creating a 3d plane that lays on the x and z axis. and has hills that extend on the y axis. bulk of the code looks like this float PeaksAndValleys::getHeight(float x, float z)const { return 0.3f*( z*sinf(0.1f*x) + x*cosf(0.1f*z) ); } void PeaksAndValleys::init(ID3D10Device* device, DWORD m, DWORD n, float dx) { md3dDevice = device; mNumRows = m; mNumCols = n; mNumVertices = m*n; mNumFaces = (m-1)*(n-1)*2; // Create the geometry and fill the vertex buffer. std::vector<Vertex> vertices(mNumVertices); float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; for(DWORD i = 0; i < m; ++i) { float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { float x = -halfWidth + j*dx; // Graph of this function looks like a mountain range. float y = getHeight(x,z); vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); // Color the vertex based on its height. if( y < -10.0f ) vertices[i*n+j].color = BEACH_SAND; else if( y < 5.0f ) vertices[i*n+j].color = LIGHT_YELLOW_GREEN; else if( y < 12.0f ) vertices[i*n+j].color = DARK_YELLOW_GREEN; else if( y < 20.0f ) vertices[i*n+j].color = DARKBROWN; else vertices[i*n+j].color = WHITE; } } D3D10_BUFFER_DESC vbd; vbd.Usage = D3D10_USAGE_IMMUTABLE; vbd.ByteWidth = sizeof(Vertex) * mNumVertices; vbd.BindFlags = D3D10_BIND_VERTEX_BUFFER; vbd.CPUAccessFlags = 0; vbd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA vinitData; vinitData.pSysMem = &vertices[0]; HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mVB)); // Create the index buffer. The index buffer is fixed, so we only // need to create and set once. std::vector<DWORD> indices(mNumFaces*3); // 3 indices per face // Iterate over each quad and compute indices. int k = 0; for(DWORD i = 0; i < m-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = i*n+j; indices[k+1] = i*n+j+1; indices[k+2] = (i+1)*n+j; indices[k+3] = (i+1)*n+j; indices[k+4] = i*n+j+1; indices[k+5] = (i+1)*n+j+1; k += 6; // next quad } } D3D10_BUFFER_DESC ibd; ibd.Usage = D3D10_USAGE_IMMUTABLE; ibd.ByteWidth = sizeof(DWORD) * mNumFaces*3; ibd.BindFlags = D3D10_BIND_INDEX_BUFFER; ibd.CPUAccessFlags = 0; ibd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA iinitData; iinitData.pSysMem = &indices[0]; HR(md3dDevice->CreateBuffer(&ibd, &iinitData, &mIB)); } My question pretains to the cosf and sinf. I am formiluar with trigonometry and I understand sin, cosine, and tangent. but I am not formiluar with cosf and sinf and what they do. From looking at this example. they have alot to do with finding a y value.

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  • Delphi - Proper way to page though data.

    - by Brad
    I have a string list (TStrings) that has a couple thousand items in it. I need to process them in groups of 100. I basically want to know what the best way to do the loop is in Delphi. I'm hitting a brick wall when I'm trying to figure it out. Thanks unit Unit2; interface uses Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms, Dialogs, StdCtrls; type TForm2 = class(TForm) Memo1: TMemo; Memo2: TMemo; Button1: TButton; procedure Button1Click(Sender: TObject); private { Private declarations } public { Public declarations } end; var Form2: TForm2; implementation Uses math; {$R *.dfm} procedure TForm2.Button1Click(Sender: TObject); var I:Integer; pages:Integer; str:string; begin pages:= ceil(memo1.Lines.Count/100) ; memo2.Lines.add('Total Pages: '+inttostr(pages)); memo2.Lines.add('Total Items: '+inttostr(memo1.Lines.Count)); // Should just do in batches of 100 VS entire list for I := 0 to memo1.lines.Count - 1 do begin if str '' then str:= str+#10+ memo1.Lines.Strings[i] else str:= memo1.Lines.Strings[i]; end; //I need to stop here every 100 items, then process the items. memo2.Lines.Add(str); end; end. Example form object Form2: TForm2 Left = 0 Top = 0 Caption = 'Form2' ClientHeight = 245 ClientWidth = 527 Color = clBtnFace Font.Charset = DEFAULT_CHARSET Font.Color = clWindowText Font.Height = -11 Font.Name = 'Tahoma' Font.Style = [] OldCreateOrder = False PixelsPerInch = 96 TextHeight = 13 object Memo1: TMemo Left = 16 Top = 8 Width = 209 Height = 175 Lines.Strings = ( '4xlt columbia thunder storm jacket' '5 things about thunder storms' 'a thunder storm with a lot of thunder ' 'and lighting sccreensaver' 'a thunder storm with a lot of thunder ' 'and lighting screensaver with no nag ' 'screens' 'all about thunder storms' 'all about thunderstorms for kids' 'amazing tornado videos and ' 'thunderstorm videos' 'are thunder storms louder in ohio?' 'bad thunder storms' 'bathing in thunder storm' 'best thunderstorm pictures' 'cartoon thunder storms' 'celtic thunder storm' 'central valley thunder storm' 'chicago thunderstorm pictures' 'cool thunderstorm pictures' 'current thunderstorm warnings' 'does thunder storms in december mean ' 'snow will be coming' 'facts about thunderstorms for kids' 'facts on thunderstorms for kids' 'fedex thunderstorm video' 'florida thunderstorms facts' 'free relaxing thunderstorm music' 'free soothing thunderstorm sounds ' 'online' 'free thunderstorm mp3' 'free thunderstorm mp3 download' 'free thunderstorm mp3 downloads' 'free thunderstorm mp3s' 'free thunderstorm music' 'free thunderstorm pictures' 'free thunderstorm sound effects' 'free thunderstorm sounds' 'free thunderstorm sounds cd' 'free thunderstorm sounds mp3' 'free thunderstorm sounds online' 'free thunderstorm soundscape' 'free thunderstorm video' 'free thunderstorm video download' 'free thunderstorm videos' 'god of storm and thunder' 'horses storm thunder rain' 'how do thunder storms form' 'how far away is a thunder storm' 'how long do thunder storms last' 'ice cube in a thunder storm' 'indoor thunderstorm safety tips' 'information about thunderstorms for kids' 'interesting thunderstorm facts' 'is it dangerous to shower during thunder ' 'storm' 'is there frequently thunder during snow ' 'storms' 'isolated thunderstorms' 'it'#39's just a thunder storm baby there is ' 'nothing you should fear lyrics' 'lightning & thunder storm safety' 'lightning and thunderstorm facts' 'lightning and thunderstorms facts' 'lightning and thunderstorms for kids' 'listen to thunderstorm sounds online' 'mississauga thunder storm' 'nature sounds free mp3 thunder storm' 'only about thunderstorms facts' 'original storm deep thunderstick' 'phone use during thunder storms' 'pictures of thunderstorms' 'pocono thunder storm' 'posters of thunder storms' 'power rangers ninja storm' 'power rangers thunder storm' 'power rangers thunder storm cast' 'power rangers thunder storm games' 'power rangers thunder storm morphers' 'power rangers thunder storm part 1' 'power rangers thunder storm part 2' 'power rangers thunderstorm' 'power rangers thunderstorm cannon' 'power rangers thunderstorm deluxe ' 'megazord' 'power rangers thunderstorm games' 'power rangers thunderstorm megazord' 'power rangers thunderstorm part 2' 'power rangers thunderstorm pictures' 'power rnager ninja storm thunder staff' 'powerful thunder and lightning storms' 'precambrian thunder storms' 'rain thunderstorm mp3' 'rain thunderstorm pictures' 'relaxing thunderstorm music' 'reminds me of ohio river thunder lighten ' 'storms' 'sacramento thunder storm' 'safety tips for when your caught in a ' 'thunder storm' 'scattered thunderstorms' 'schemer puts his head in the thunder ' 'storm' 'sedative thunder storm' 'server thunder storms' 'severe supercell thunderstorm pictures' 'severe thunder storm pictures' 'severe thunder storms' 'severe thunderstorm facts' 'severe thunderstorm pictures' 'severe thunderstorm pictures hail' 'severe thunderstorm pictures in alberta' 'severe thunderstorm pictures tornado' 'severe thunderstorm safety' 'severe thunderstorm safety tips' 'severe thunderstorm videos' 'severe thunderstorm warning' 'severe thunderstorm warning los ' 'angeles' 'severe thunderstorm warning signs' 'severe thunderstorm warnings' 'severe thunderstorms' 'severe thunderstorms facts' 'shakespeare use thunder storm for ' 'cosmic disorder julius caesar' 'soothing thunderstorm sounds online' 'sound effects of severe thunder storm' 'sound of rain storm finger snapping ' 'thunder chorus' 'split thunder storm' 'storm 3d thunder power' 'storm dark thunder' 'storm dark thunder bowling ball' 'storm dark thunder bowling ball sale' 'storm dark thunder for sale' 'storm dark thunder pearl' 'storm dark thunder pearl bowling ball' 'storm dark thunder review' 'storm dark thunder shirt' 'storm dark thunderball' 'storm deep thunder' 'storm deep thunder 11' 'storm deep thunder 15' 'storm deep thunder 15 lure' 'storm deep thunder 2' 'storm deep thunder lures' 'storm deep thunderstick' 'storm deep thunderstick crankbaits' 'storm deep thunderstick dts09' 'storm deep thunderstick jr' 'storm deep thunderstick lures' 'storm deep thundersticks' 'storm rolling thunder 3 ball roller' 'storm rolling thunder bowling bag' 'storm rolling thunder three ball bowling ' 'bag' 'storm shallow thunder' 'storm shallow thunder 15' 'storm thunder claw' 'storm thunder craw' 'storm watches thunder' 'storms with constant lightning and ' 'thunder non-stop' 'supercell thunder storms' 'supercell thunderstorm pictures' 'supercell thunderstorms' 'swimming pools thunder storms' 'tampa + lightning strikes + thunder ' 'storms' 'texas thunderstorm pictures' 'texas thunderstorm warnings' 'thunder and lightning storm' 'thunder and lighting storms' 'thunder and lightning storms' 'thunder bay snow storm video' 'thunder storm' 'thunder storm and windmill' 'thunder storm cd' 'thunder storm cloud' 'thunder storm clouds' 'thunder storm dog peppermint oil' 'thunder storm in winter' 'thunder storm in winter and weather ' 'prediction' 'thunder storm lx-3 & road blaster psx ' 'download' 'thunder storm occurances' 'thunder storm photos' 'thunder storm poems' 'thunder storm safety' 'thunder storm sign' 'thunder storm sounds' 'thunder storms' 'thunder storms and deaths' 'thunder storms and ilghting' 'thunder storms and lighting' 'thunder storms cd' 'thunder storms in the arctic arctic ' 'weather' 'thunder storms in winter' 'thunder storms on you tub' 'thunder storms pics' 'thunder storms with rain' 'thunderstorm' 'thunderstorm backgrounds' 'thunderstorm capital' 'thunderstorm capital 2008 dorfman' 'thunderstorm capital in boston' 'thunderstorm capital llc' 'thunderstorm capital of canada' 'thunderstorm capital of the us' 'thunderstorm capital of the world' 'thunderstorm facts' 'thunderstorm facts for kids' 'thunderstorm facts hail' 'thunderstorm facts tornadoes' 'thunderstorm mp3' 'thunderstorm mp3 download' 'thunderstorm mp3 download free' 'thunderstorm mp3 downloads' 'thunderstorm mp3 downloads free' 'thunderstorm mp3 files' 'thunderstorm mp3 free' 'thunderstorm mp3 free download' 'thunderstorm mp3 free downloads' 'thunderstorm mp3 torrent' 'thunderstorm mp3s' 'thunderstorm music' 'thunderstorm music cd' 'thunderstorm music downloads' 'thunderstorm music free' 'thunderstorm music playlists' 'thunderstorm music rain' 'thunderstorm pics' 'thunderstorm pictures' 'thunderstorm pictures for kids' 'thunderstorm safety' 'thunderstorm safety for kids' 'thunderstorm safety precautions' 'thunderstorm safety procedures' 'thunderstorm safety rules' 'thunderstorm safety tips' 'thunderstorm safety tips for kids' 'thunderstorm safety tips shelter' 'thunderstorm safety tips trees' 'thunderstorm sound effects' 'thunderstorm sound effects cd' 'thunderstorm sound effects download' 'thunderstorm sound effects free' 'thunderstorm sound effects free ' 'download' 'thunderstorm sound effects free music ' 'feature audio' 'thunderstorm sound effects mp3' 'thunderstorm sound effects rain' 'thunderstorm sounds' 'thunderstorm sounds cd' 'thunderstorm sounds download' 'thunderstorm sounds for sleep' 'thunderstorm sounds for sleeping' 'thunderstorm sounds free' 'thunderstorm sounds free download' 'thunderstorm sounds free downloads' 'thunderstorm sounds mp3' 'thunderstorm sounds mp3 download' 'thunderstorm sounds mp3 free' 'thunderstorm sounds online' 'thunderstorm sounds online for free' 'thunderstorm sounds online free' 'thunderstorm sounds sleep' 'thunderstorm sounds streaming' 'thunderstorm sounds torrent' 'thunderstorm soundscape' 'thunderstorm soundscapes' 'thunderstorm video' 'thunderstorm video clips' 'thunderstorm video download' 'thunderstorm video downloads' 'thunderstorm videos' 'thunderstorm videos for kids' 'thunderstorm videos lightning' 'thunderstorm videos online' 'thunderstorm wallpaper' 'thunderstorm warning' 'thunderstorm warning brisbane' 'thunderstorm warning definition' 'thunderstorm warning los angeles' 'thunderstorm warning san diego' 'thunderstorm warning san mateo county' 'thunderstorm warning santa barbara' 'thunderstorm warning santa clara' 'thunderstorm warning santa clara ' 'county' 'thunderstorm warning signal' 'thunderstorm warning signs' 'thunderstorm warning vs watch' 'thunderstorm warnings' 'thunderstorm warnings and watches' 'thunderstorm warnings for nj' 'thunderstorm warnings qld' 'thunderstorms' 'thunderstorms facts' 'thunderstorms facts for kids' 'thunderstorms for kids' 'tornados and thunder storms animated' 'understanding thunderstorms for kids' 'watch thunderstorm videos' 'weather underground forecast ' 'thunderstorms' 'what causes thunder storms' 'what is a thunder storm' 'where d thunder storms occur') TabOrder = 0 end object Memo2: TMemo Left = 240 Top = 8 Width = 265 Height = 129 Lines.Strings = ( 'Memo2') TabOrder = 1 end object Button1: TButton Left = 384 Top = 184 Width = 75 Height = 25 Caption = 'Button1' TabOrder = 2 OnClick = Button1Click end end

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  • problem with sqldatasource and data binding

    - by Alexander
    I am trying to pull out data from the table I had from the database according to the id which is passed from the URL. However I always get data from id= 1? Why? FYI I took this code directly from the ClubWebsite starter kit and copy and paste it to my project to make several changes, the ClubWebsite one worked fine.. but this one doesn't and can't find any reason why because they both looked exactly the same. <%@ Page Title="" Language="C#" MasterPageFile="~/MasterPage.master" AutoEventWireup="true" CodeFile="Events_View.aspx.cs" Inherits="Events_View" %> <asp:Content ID="Content1" ContentPlaceHolderID="head" Runat="Server"> </asp:Content> <asp:Content ID="Content2" ContentPlaceHolderID="splash" Runat="Server"> <div id="splash4">&nbsp;</div> </asp:Content> <asp:Content ID="Content3" ContentPlaceHolderID="ContentPlaceHolder1" Runat="Server"> <div id="content"> <div class="post"> <asp:SqlDataSource ID="SqlDataSource1" runat="server" ConnectionString="<%$ ConnectionStrings:ClubDatabase %>" SelectCommand="SELECT dbo.Events.id, dbo.Events.starttime, dbo.events.endtime, dbo.Events.title, dbo.Events.description, dbo.Events.staticURL, dbo.Events.address FROM dbo.Events"> <SelectParameters> <asp:Parameter Type="Int32" DefaultValue="1" Name="id"></asp:Parameter> </SelectParameters> </asp:SqlDataSource> <asp:FormView ID="FormView1" runat="server" DataSourceID="SqlDataSource1" DataKeyNames="id" AllowPaging="false" Width="100%"> <ItemTemplate> <h2> <asp:Label Text='<%# Eval("title") %>' runat="server" ID="titleLabel" /> </h2> <div> <br /> <p> <asp:Label Text='<%# Eval("address") %>' runat="server" ID="addressLabel" /> </p> <p> <asp:Label Text='<%# Eval("starttime","{0:D}") %>' runat="server" ID="itemdateLabel" /> <br /> <asp:Label Text='<%# ShowDuration(Eval("starttime"),Eval("endtime")) %>' runat="server" ID="Label1" /> </p> </div> <p> <asp:Label Text='<%# Eval("description") %>' runat="server" ID="descriptionLabel" /> </p> </ItemTemplate> </asp:FormView> <div class="dashedline"> </div> </div> </div> </asp:Content> using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; using System.Data.SqlClient; using System.Configuration; using System.Data; public partial class Events_View : System.Web.UI.Page { const int INVALIDID = -1; protected void Page_Load(object sender, System.EventArgs e) { SqlDataSource1.SelectParameters["id"].DefaultValue = System.Convert.ToString(EventID); } public int EventID { get { int m_EventID; object id = ViewState["EventID"]; if (id != null) { m_EventID = (int)id; } else { id = Request.QueryString["EventID"]; if (id != null) { m_EventID = System.Convert.ToInt32(id); } else { m_EventID = 1; } ViewState["EventID"] = m_EventID; } return m_EventID; } set { ViewState["EventID"] = value; } } protected void FormView1_DataBound(object sender, System.EventArgs e) { DataRowView view = (DataRowView)(FormView1.DataItem); object o = view["staticURL"]; if (o != null && o != DBNull.Value) { string staticurl = (string)o; if (staticurl != "") { Response.Redirect(staticurl); } } } protected string ShowLocationLink(object locationname, object id) { if (id != null && id != DBNull.Value) { return "At <a href='Locations_view.aspx?LocationID=" + Convert.ToString(id) + "'>" + (string)locationname + "</a><br/>"; } else { return ""; } } protected string ShowDuration(object starttime, object endtime) { DateTime starttimeDT = (DateTime)starttime; if (endtime != null && endtime != DBNull.Value) { DateTime endtimeDT = (DateTime)endtime; if (starttimeDT.Date == endtimeDT.Date) { if (starttimeDT == endtimeDT) { return starttimeDT.ToString("h:mm tt"); } else { return starttimeDT.ToString("h:mm tt") + " - " + endtimeDT.ToString("h:mm tt"); } } else { return "thru " + endtimeDT.ToString("M/d/yy"); } } else { return starttimeDT.ToString("h:mm tt"); } } }

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  • OpenGL basics: calling glDrawElements once per object

    - by Bethor
    Hi all, continuing on from my explorations of the basics of OpenGL (see this question), I'm trying to figure out the basic principles of drawing a scene with OpenGL. I am trying to render a simple cube repeated n times in every direction. My method appears to yield terrible performance : 1000 cubes brings performance below 50fps (on a QuadroFX 1800, roughly a GeForce 9600GT). My method for drawing these cubes is as follows: done once: set up a vertex buffer and array buffer containing my cube vertices in model space set up an array buffer indexing the cube for drawing as 12 triangles done for each frame: update uniform values used by the vertex shader to move all cubes at once done for each cube, for each frame: update uniform values used by the vertex shader to move each cube to its position call glDrawElements to draw the positioned cube Is this a sane method ? If not, how does one go about something like this ? I'm guessing I need to minimize calls to glUniform, glDrawElements, or both, but I'm not sure how to do that. Full code for my little test : (depends on gletools and pyglet) I'm aware that my init code (at least) is really ugly; I'm concerned with the rendering code for each frame right now, I'll move to something a little less insane for the creation of the vertex buffers and such later on. import pyglet from pyglet.gl import * from pyglet.window import key from numpy import deg2rad, tan from gletools import ShaderProgram, FragmentShader, VertexShader, GeometryShader vertexData = [-0.5, -0.5, -0.5, 1.0, -0.5, 0.5, -0.5, 1.0, 0.5, -0.5, -0.5, 1.0, 0.5, 0.5, -0.5, 1.0, -0.5, -0.5, 0.5, 1.0, -0.5, 0.5, 0.5, 1.0, 0.5, -0.5, 0.5, 1.0, 0.5, 0.5, 0.5, 1.0] elementArray = [2, 1, 0, 1, 2, 3,## back face 4, 7, 6, 4, 5, 7,## front face 1, 3, 5, 3, 7, 5,## top face 2, 0, 4, 2, 4, 6,## bottom face 1, 5, 4, 0, 1, 4,## left face 6, 7, 3, 6, 3, 2]## right face def toGLArray(input): return (GLfloat*len(input))(*input) def toGLushortArray(input): return (GLushort*len(input))(*input) def initPerspectiveMatrix(aspectRatio = 1.0, fov = 45): frustumScale = 1.0 / tan(deg2rad(fov) / 2.0) fzNear = 0.5 fzFar = 300.0 perspectiveMatrix = [frustumScale*aspectRatio, 0.0 , 0.0 , 0.0 , 0.0 , frustumScale, 0.0 , 0.0 , 0.0 , 0.0 , (fzFar+fzNear)/(fzNear-fzFar) , -1.0, 0.0 , 0.0 , (2*fzFar*fzNear)/(fzNear-fzFar), 0.0 ] return perspectiveMatrix class ModelObject(object): vbo = GLuint() vao = GLuint() eao = GLuint() initDone = False verticesPool = [] indexPool = [] def __init__(self, vertices, indexing): super(ModelObject, self).__init__() if not ModelObject.initDone: glGenVertexArrays(1, ModelObject.vao) glGenBuffers(1, ModelObject.vbo) glGenBuffers(1, ModelObject.eao) glBindVertexArray(ModelObject.vao) initDone = True self.numIndices = len(indexing) self.offsetIntoVerticesPool = len(ModelObject.verticesPool) ModelObject.verticesPool.extend(vertices) self.offsetIntoElementArray = len(ModelObject.indexPool) ModelObject.indexPool.extend(indexing) glBindBuffer(GL_ARRAY_BUFFER, ModelObject.vbo) glEnableVertexAttribArray(0) #position glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ModelObject.eao) glBufferData(GL_ARRAY_BUFFER, len(ModelObject.verticesPool)*4, toGLArray(ModelObject.verticesPool), GL_STREAM_DRAW) glBufferData(GL_ELEMENT_ARRAY_BUFFER, len(ModelObject.indexPool)*2, toGLushortArray(ModelObject.indexPool), GL_STREAM_DRAW) def draw(self): glDrawElements(GL_TRIANGLES, self.numIndices, GL_UNSIGNED_SHORT, self.offsetIntoElementArray) class PositionedObject(object): def __init__(self, mesh, pos, objOffsetUf): super(PositionedObject, self).__init__() self.mesh = mesh self.pos = pos self.objOffsetUf = objOffsetUf def draw(self): glUniform3f(self.objOffsetUf, self.pos[0], self.pos[1], self.pos[2]) self.mesh.draw() w = 800 h = 600 AR = float(h)/float(w) window = pyglet.window.Window(width=w, height=h, vsync=False) window.set_exclusive_mouse(True) pyglet.clock.set_fps_limit(None) ## input forward = [False] left = [False] back = [False] right = [False] up = [False] down = [False] inputs = {key.Z: forward, key.Q: left, key.S: back, key.D: right, key.UP: forward, key.LEFT: left, key.DOWN: back, key.RIGHT: right, key.PAGEUP: up, key.PAGEDOWN: down} ## camera camX = 0.0 camY = 0.0 camZ = -1.0 def simulate(delta): global camZ, camX, camY scale = 10.0 move = scale*delta if forward[0]: camZ += move if back[0]: camZ += -move if left[0]: camX += move if right[0]: camX += -move if up[0]: camY += move if down[0]: camY += -move pyglet.clock.schedule(simulate) @window.event def on_key_press(symbol, modifiers): global forward, back, left, right, up, down if symbol in inputs.keys(): inputs[symbol][0] = True @window.event def on_key_release(symbol, modifiers): global forward, back, left, right, up, down if symbol in inputs.keys(): inputs[symbol][0] = False ## uniforms for shaders camOffsetUf = GLuint() objOffsetUf = GLuint() perspectiveMatrixUf = GLuint() camRotationUf = GLuint() program = ShaderProgram( VertexShader(''' #version 330 layout(location = 0) in vec4 objCoord; uniform vec3 objOffset; uniform vec3 cameraOffset; uniform mat4 perspMx; void main() { mat4 translateCamera = mat4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, cameraOffset.x, cameraOffset.y, cameraOffset.z, 1.0f); mat4 translateObject = mat4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, objOffset.x, objOffset.y, objOffset.z, 1.0f); vec4 modelCoord = objCoord; vec4 positionedModel = translateObject*modelCoord; vec4 cameraPos = translateCamera*positionedModel; gl_Position = perspMx * cameraPos; }'''), FragmentShader(''' #version 330 out vec4 outputColor; const vec4 fillColor = vec4(1.0f, 1.0f, 1.0f, 1.0f); void main() { outputColor = fillColor; }''') ) shapes = [] def init(): global camOffsetUf, objOffsetUf with program: camOffsetUf = glGetUniformLocation(program.id, "cameraOffset") objOffsetUf = glGetUniformLocation(program.id, "objOffset") perspectiveMatrixUf = glGetUniformLocation(program.id, "perspMx") glUniformMatrix4fv(perspectiveMatrixUf, 1, GL_FALSE, toGLArray(initPerspectiveMatrix(AR))) obj = ModelObject(vertexData, elementArray) nb = 20 for i in range(nb): for j in range(nb): for k in range(nb): shapes.append(PositionedObject(obj, (float(i*2), float(j*2), float(k*2)), objOffsetUf)) glEnable(GL_CULL_FACE) glCullFace(GL_BACK) glFrontFace(GL_CW) glEnable(GL_DEPTH_TEST) glDepthMask(GL_TRUE) glDepthFunc(GL_LEQUAL) glDepthRange(0.0, 1.0) glClearDepth(1.0) def update(dt): print pyglet.clock.get_fps() pyglet.clock.schedule_interval(update, 1.0) @window.event def on_draw(): with program: pyglet.clock.tick() glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) glUniform3f(camOffsetUf, camX, camY, camZ) for shape in shapes: shape.draw() init() pyglet.app.run()

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  • Error with Phoenix placeholder _val in Boost.Spirit.Lex :(

    - by GooRoo
    Hello, everybody. I'm newbie in Boost.Spirit.Lex. Some strange error appears every time I try to use lex::_val in semantics actions in my simple lexer: #ifndef _TOKENS_H_ #define _TOKENS_H_ #include <iostream> #include <string> #include <boost/spirit/include/lex_lexertl.hpp> #include <boost/spirit/include/phoenix_operator.hpp> #include <boost/spirit/include/phoenix_statement.hpp> #include <boost/spirit/include/phoenix_container.hpp> namespace lex = boost::spirit::lex; namespace phx = boost::phoenix; enum tokenids { ID_IDENTIFICATOR = 1, ID_CONSTANT, ID_OPERATION, ID_BRACKET, ID_WHITESPACES }; template <typename Lexer> struct mega_tokens : lex::lexer<Lexer> { mega_tokens() : identifier(L"[a-zA-Z_][a-zA-Z0-9_]*", ID_IDENTIFICATOR) , constant (L"[0-9]+(\\.[0-9]+)?", ID_CONSTANT ) , operation (L"[\\+\\-\\*/]", ID_OPERATION ) , bracket (L"[\\(\\)\\[\\]]", ID_BRACKET ) { using lex::_tokenid; using lex::_val; using phx::val; this->self = operation [ std::wcout << val(L'<') << _tokenid // << val(L':') << lex::_val << val(L'>') ] | identifier [ std::wcout << val(L'<') << _tokenid << val(L':') << _val << val(L'>') ] | constant [ std::wcout << val(L'<') << _tokenid // << val(L':') << _val << val(L'>') ] | bracket [ std::wcout << phx::val(lex::_val) << val(L'<') << _tokenid // << val(L':') << lex::_val << val(L'>') ] ; } lex::token_def<wchar_t, wchar_t> operation; lex::token_def<std::wstring, wchar_t> identifier; lex::token_def<double, wchar_t> constant; lex::token_def<wchar_t, wchar_t> bracket; }; #endif // _TOKENS_H_ and #include <cstdlib> #include <iostream> #include <locale> #include <boost/spirit/include/lex_lexertl.hpp> #include "tokens.h" int main() { setlocale(LC_ALL, "Russian"); namespace lex = boost::spirit::lex; typedef std::wstring::iterator base_iterator; typedef lex::lexertl::token < base_iterator, boost::mpl::vector<wchar_t, std::wstring, double, wchar_t>, boost::mpl::true_ > token_type; typedef lex::lexertl::actor_lexer<token_type> lexer_type; typedef mega_tokens<lexer_type>::iterator_type iterator_type; mega_tokens<lexer_type> mega_lexer; std::wstring str = L"alfa+x1*(2.836-x2[i])"; base_iterator first = str.begin(); bool r = lex::tokenize(first, str.end(), mega_lexer); if (r) { std::wcout << L"Success" << std::endl; } else { std::wstring rest(first, str.end()); std::wcerr << L"Lexical analysis failed\n" << L"stopped at: \"" << rest << L"\"\n"; } return EXIT_SUCCESS; } This code causes an error in Boost header 'boost/spirit/home/lex/argument.hpp' on line 167 while compiling: return: can't convert 'const boost::variant' to 'boost::variant &' When I don't use lex::_val program compiles with no errors. Obviously, I use _val in wrong way, but I do not know how to do this correctly. Help, please! :) P.S. And sorry for my terrible English…

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  • Theme confusion in SpreadsheetML.

    - by dmaruca
    I've been fighting this all day. Inside my styles.xml file I have color information given like so: <fgColor theme="0" tint="-0.249977111117893" / ECMA 376 defines a theme color reference as: Index into the <clrScheme collection, referencing a particular <sysClr or <srgbClr value expressed in the Theme part. Ok, that sounds easy. Here is an excerpt from my clrScheme xml: <a:clrScheme name="Office" <a:dk1 <a:sysClr val="windowText" lastClr="000000" / </a:dk1 <a:lt1 <a:sysClr val="window" lastClr="FFFFFF" / </a:lt1 Index zero is black, and they are wanting to darken it? I can tell you that after the tint is applied, the color should be #F2F2F2. My confusion is what does theme="0" really mean? It can't possible mean to darken #000000. Checking MSDN only confuses me even more. From http://msdn.microsoft.com/en-us/library/dd560821.aspx note that the theme color integer begins counting from left to right in the palette starting with zero. Theme color 3 is the dark 2 text/background color. Actually, if you start counting at zero the third entry is Light 2. Dark 2 is the second one. Can anyone here shed some light on this subject for me? What does theme="0" really mean? Here is the VB6 code I have been working with to apply the tint. You can paste it into your vba editor and run the test sub. Public Type tRGB R As Byte G As Byte B As Byte End Type Public Type tHSL H As Double S As Double L As Double End Type Sub TestRgbTint() Dim c As tRGB RGB_Hex2Type "ffffff", c RGB_ApplyTint c, -0.249977111117893 Debug.Print Hex(c.R) & Hex(c.G) & Hex(c.B) End Sub Public Sub RGB_Hex2Type(ByVal HexString As String, RGB As tRGB) 'Remove the alpha channel if it exists If Len(HexString) = 8 Then HexString = mID(HexString, 3) End If RGB.R = CByte("&H" & Left(HexString, 2)) RGB.G = CByte("&H" & mID(HexString, 3, 2)) RGB.B = CByte("&H" & Right(HexString, 2)) End Sub Public Sub RGB_ApplyTint(RGB As tRGB, tint As Double) Const HLSMAX = 1# Dim HSL As tHSL If tint = 0 Then Exit Sub RGB2HSL RGB, HSL If tint < 0 Then HSL.L = HSL.L * (1# + tint) Else HSL.L = HSL.L * (1# - tint) + (HLSMAX - HLSMAX * (1# - tint)) End If HSL2RGB HSL, RGB End Sub Public Sub HSL2RGB(HSL As tHSL, RGB As tRGB) HSL2RGB_ByVal HSL.H, HSL.S, HSL.L, RGB End Sub Private Sub HSL2RGB_ByVal(ByVal H As Double, ByVal S As Double, ByVal L As Double, RGB As tRGB) Dim v As Double Dim R As Double, G As Double, B As Double 'Default color to gray R = L G = L B = L If L < 0.5 Then v = L * (1# + S) Else v = L + S - L * S End If If v > 0 Then Dim m As Double, sv As Double Dim sextant As Integer Dim fract As Double, vsf As Double, mid1 As Double, mid2 As Double m = L + L - v sv = (v - m) / v H = H * 6# sextant = Int(H) fract = H - sextant vsf = v * sv * fract mid1 = m + vsf mid2 = v - vsf Select Case sextant Case 0 R = v G = mid1 B = m Case 1 R = mid2 G = v B = m Case 2 R = m G = v B = mid1 Case 3 R = m G = mid2 B = v Case 4 R = mid1 G = m B = v Case 5 R = v G = m B = mid2 End Select End If RGB.R = R * 255# RGB.G = G * 255# RGB.B = B * 255# End Sub Public Sub RGB2HSL(RGB As tRGB, HSL As tHSL) Dim R As Double, G As Double, B As Double Dim v As Double, m As Double, vm As Double Dim r2 As Double, g2 As Double, b2 As Double R = RGB.R / 255# G = RGB.G / 255# B = RGB.B / 255# 'Default to black HSL.H = 0 HSL.S = 0 HSL.L = 0 v = IIf(R > G, R, G) v = IIf(v > B, v, B) m = IIf(R < G, R, G) m = IIf(m < B, m, B) HSL.L = (m + v) / 2# If HSL.L < 0 Then Exit Sub End If vm = v - m HSL.S = vm If HSL.S > 0 Then If HSL.L <= 0.5 Then HSL.S = HSL.S / (v + m) Else HSL.S = HSL.S / (2# - v - m) End If Else Exit Sub End If r2 = (v - R) / vm g2 = (v - G) / vm b2 = (v - B) / vm If R = v Then If G = m Then HSL.H = 5# + b2 Else HSL.H = 1# - g2 End If ElseIf G = v Then If B = m Then HSL.H = 1# + r2 Else HSL.H = 3# - b2 End If Else If R = m Then HSL.H = 3# + g2 Else HSL.H = 5# - r2 End If End If HSL.H = HSL.H / 6# End Sub

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  • Where is the virtual function call overhead?

    - by Semen Semenych
    Hello everybody, I'm trying to benchmark the difference between a function pointer call and a virtual function call. To do this, I have written two pieces of code, that do the same mathematical computation over an array. One variant uses an array of pointers to functions and calls those in a loop. The other variant uses an array of pointers to a base class and calls its virtual function, which is overloaded in the derived classes to do absolutely the same thing as the functions in the first variant. Then I print the time elapsed and use a simple shell script to run the benchmark many times and compute the average run time. Here is the code: #include <iostream> #include <cstdlib> #include <ctime> #include <cmath> using namespace std; long long timespecDiff(struct timespec *timeA_p, struct timespec *timeB_p) { return ((timeA_p->tv_sec * 1000000000) + timeA_p->tv_nsec) - ((timeB_p->tv_sec * 1000000000) + timeB_p->tv_nsec); } void function_not( double *d ) { *d = sin(*d); } void function_and( double *d ) { *d = cos(*d); } void function_or( double *d ) { *d = tan(*d); } void function_xor( double *d ) { *d = sqrt(*d); } void ( * const function_table[4] )( double* ) = { &function_not, &function_and, &function_or, &function_xor }; int main(void) { srand(time(0)); void ( * index_array[100000] )( double * ); double array[100000]; for ( long int i = 0; i < 100000; ++i ) { index_array[i] = function_table[ rand() % 4 ]; array[i] = ( double )( rand() / 1000 ); } struct timespec start, end; clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &start); for ( long int i = 0; i < 100000; ++i ) { index_array[i]( &array[i] ); } clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &end); unsigned long long time_elapsed = timespecDiff(&end, &start); cout << time_elapsed / 1000000000.0 << endl; } and here is the virtual function variant: #include <iostream> #include <cstdlib> #include <ctime> #include <cmath> using namespace std; long long timespecDiff(struct timespec *timeA_p, struct timespec *timeB_p) { return ((timeA_p->tv_sec * 1000000000) + timeA_p->tv_nsec) - ((timeB_p->tv_sec * 1000000000) + timeB_p->tv_nsec); } class A { public: virtual void calculate( double *i ) = 0; }; class A1 : public A { public: void calculate( double *i ) { *i = sin(*i); } }; class A2 : public A { public: void calculate( double *i ) { *i = cos(*i); } }; class A3 : public A { public: void calculate( double *i ) { *i = tan(*i); } }; class A4 : public A { public: void calculate( double *i ) { *i = sqrt(*i); } }; int main(void) { srand(time(0)); A *base[100000]; double array[100000]; for ( long int i = 0; i < 100000; ++i ) { array[i] = ( double )( rand() / 1000 ); switch ( rand() % 4 ) { case 0: base[i] = new A1(); break; case 1: base[i] = new A2(); break; case 2: base[i] = new A3(); break; case 3: base[i] = new A4(); break; } } struct timespec start, end; clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &start); for ( int i = 0; i < 100000; ++i ) { base[i]->calculate( &array[i] ); } clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &end); unsigned long long time_elapsed = timespecDiff(&end, &start); cout << time_elapsed / 1000000000.0 << endl; } My system is LInux, Fedora 13, gcc 4.4.2. The code is compiled it with g++ -O3. The first one is test1, the second is test2. Now I see this in console: [Ignat@localhost circuit_testing]$ ./test2 && ./test2 0.0153142 0.0153166 Well, more or less, I think. And then, this: [Ignat@localhost circuit_testing]$ ./test2 && ./test2 0.01531 0.0152476 Where are the 25% which should be visible? How can the first executable be even slower than the second one? I'm asking this because I'm doing a project which involves calling a lot of small functions in a row like this in order to compute the values of an array, and the code I've inherited does a very complex manipulation to avoid the virtual function call overhead. Now where is this famous call overhead?

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  • Delphi - Using DeviceIoControl passing IOCTL_DISK_GET_LENGTH_INFO to get flash media physical size (Not Partition)

    - by SuicideClutchX2
    Alright this is the result of a couple of other questions. It appears I was doing something wrong with the suggestions and at this point have come up with an error when using the suggested API to get the media size. Those new to my problem I am working at the physical disk level, not within the confines of a partition or file system. Here is the pastebin code for the main unit (Delphi 2009) - http://clutchx2.pastebin.com/iMnq8kSx Here is the application source and executable with a form built to output the status of whats going on - http://www.mediafire.com/?js8e6ci8zrjq0de Its probably easier to use the download, unless your just looking for problems within the code. I will also paste the code here. unit Main; interface uses Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms, Dialogs, StdCtrls; type TfrmMain = class(TForm) edtDrive: TEdit; lblDrive: TLabel; btnMethod1: TButton; btnMethod2: TButton; lblSpace: TLabel; edtSpace: TEdit; lblFail: TLabel; edtFail: TEdit; lblError: TLabel; edtError: TEdit; procedure btnMethod1Click(Sender: TObject); private { Private declarations } public { Public declarations } end; TDiskExtent = record DiskNumber: Cardinal; StartingOffset: Int64; ExtentLength: Int64; end; DISK_EXTENT = TDiskExtent; PDiskExtent = ^TDiskExtent; TVolumeDiskExtents = record NumberOfDiskExtents: Cardinal; Extents: array[0..0] of TDiskExtent; end; VOLUME_DISK_EXTENTS = TVolumeDiskExtents; PVolumeDiskExtents = ^TVolumeDiskExtents; var frmMain: TfrmMain; const FILE_DEVICE_DISK = $00000007; METHOD_BUFFERED = 0; FILE_ANY_ACCESS = 0; IOCTL_DISK_BASE = FILE_DEVICE_DISK; IOCTL_VOLUME_BASE = DWORD('V'); IOCTL_DISK_GET_LENGTH_INFO = $80070017; IOCTL_VOLUME_GET_VOLUME_DISK_EXTENTS = ((IOCTL_VOLUME_BASE shl 16) or (FILE_ANY_ACCESS shl 14) or (0 shl 2) or METHOD_BUFFERED); implementation {$R *.dfm} function GetLD(Drive: Char): Cardinal; var Buffer : String; begin Buffer := Format('\\.\%s:',[Drive]); Result := CreateFile(PChar(Buffer),GENERIC_READ Or GENERIC_WRITE,FILE_SHARE_READ,nil,OPEN_EXISTING,0,0); If Result = INVALID_HANDLE_VALUE Then begin Result := CreateFile(PChar(Buffer),GENERIC_READ,FILE_SHARE_READ,nil,OPEN_EXISTING,0,0); end; end; function GetPD(Drive: Byte): Cardinal; var Buffer : String; begin If Drive = 0 Then begin Result := INVALID_HANDLE_VALUE; Exit; end; Buffer := Format('\\.\PHYSICALDRIVE%d',[Drive]); Result := CreateFile(PChar(Buffer),GENERIC_READ Or GENERIC_WRITE,FILE_SHARE_READ,nil,OPEN_EXISTING,0,0); If Result = INVALID_HANDLE_VALUE Then begin Result := CreateFile(PChar(Buffer),GENERIC_READ,FILE_SHARE_READ,nil,OPEN_EXISTING,0,0); end; end; function GetPhysicalDiskNumber(Drive: Char): Byte; var LD : DWORD; DiskExtents : PVolumeDiskExtents; DiskExtent : TDiskExtent; BytesReturned : Cardinal; begin Result := 0; LD := GetLD(Drive); If LD = INVALID_HANDLE_VALUE Then Exit; Try DiskExtents := AllocMem(Max_Path); DeviceIOControl(LD,IOCTL_VOLUME_GET_VOLUME_DISK_EXTENTS,nil,0,DiskExtents,Max_Path,BytesReturned,nil); If DiskExtents^.NumberOfDiskExtents > 0 Then begin DiskExtent := DiskExtents^.Extents[0]; Result := DiskExtent.DiskNumber; end; Finally CloseHandle(LD); end; end; procedure TfrmMain.btnMethod1Click(Sender: TObject); var PD : DWORD; CardSize: Int64; BytesReturned: DWORD; CallSuccess: Boolean; begin PD := GetPD(GetPhysicalDiskNumber(edtDrive.Text[1])); If PD = INVALID_HANDLE_VALUE Then Begin ShowMessage('Invalid Physical Disk Handle'); Exit; End; CallSuccess := DeviceIoControl(PD, IOCTL_DISK_GET_LENGTH_INFO, nil, 0, @CardSize, SizeOf(CardSize), BytesReturned, nil); if not CallSuccess then begin edtError.Text := IntToStr(GetLastError()); edtFail.Text := 'True'; end else edtFail.Text := 'False'; CloseHandle(PD); end; end. I placed a second method button on the form so I can write a different set of code into the app if I feel like it. Only minimal error handling and safeguards are there is nothing that wasn't necessary for debugging this via source. I tried this on a Sony Memory Stick using a PSP as the reader because I cant find the adapter for using a duo in my machine. The target is an MS and half of my users use a PSP for a reader half dont. However this should work fine on SD cards and that is a secondary target for my work as well. I tried this on a usb memory card reader and several SD cards. Now that I have fixed my attempt I get an error returned. 50 ERROR_NOT_SUPPORTED The request is not supported. I have found an application that uses this API as well as alot of related functions for what I am trying todo. I am getting ready to look into it the application is called DriveImage and its source is here - http://sourceforge.net/projects/diskimage/ The only thing I have really noticed from that application is there use of TFileStream and using that to get a handle on the physical disk.

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  • UITableViewCell repeating problem

    - by cannyboy
    I have a UItableview with cells. Some cells have uilabels and some have uibuttons. The UIbuttons are created whenever the first character in an array is "^". However, the uibuttons repeat when i scroll down (appearing over the uilabel).. and then multiply over the uilabels when I scroll up. Any clues why? My voluminous code is below: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { const NSInteger LABEL_TAG = 1001; UILabel *label; UIButton *linkButton; //NSString *linkString; static NSString *CellIdentifier; UITableViewCell *cell; CellIdentifier = @"TableCell"; cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; label = [[UILabel alloc] initWithFrame:CGRectZero]; [cell.contentView addSubview:label]; [label setLineBreakMode:UILineBreakModeWordWrap]; [label setMinimumFontSize:FONT_SIZE]; [label setNumberOfLines:0]; //[label setBackgroundColor:[UIColor redColor]]; [label setTag:LABEL_TAG]; NSString *firstChar = [[paragraphs objectAtIndex:indexPath.row] substringToIndex:1]; NSLog(@"firstChar %@", firstChar); NSLog(@"before comparison"); if ([firstChar isEqualToString:@"^"]) { // not called NSLog(@"BUTTON"); //[label setFont:[UIFont boldSystemFontOfSize:FONT_SIZE]]; linkButton = [UIButton buttonWithType:UIButtonTypeCustom]; linkButton.frame = CGRectMake(CELL_CONTENT_MARGIN, CELL_CONTENT_MARGIN, 280, 30); [cell.contentView addSubview:linkButton]; NSString *myString = [paragraphs objectAtIndex:indexPath.row]; NSArray *myArray = [myString componentsSeparatedByCharactersInSet:[NSCharacterSet characterSetWithCharactersInString:@"*"]]; NSString *noHash = [myArray objectAtIndex:1]; [linkButton setBackgroundImage:[UIImage imageNamed:@"linkButton.png"] forState:UIControlStateNormal]; linkButton.adjustsImageWhenHighlighted = YES; [linkButton setTitle:noHash forState:UIControlStateNormal]; linkButton.titleLabel.font = [UIFont systemFontOfSize:FONT_SIZE]; [linkButton setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal]; [linkButton setTag:indexPath.row]; [linkButton addTarget:self action:@selector(openSafari:) forControlEvents:UIControlEventTouchUpInside]; //size = [noAsterisks sizeWithFont:[UIFont boldSystemFontOfSize:FONT_SIZE] constrainedToSize:constraint lineBreakMode:UILineBreakModeWordWrap]; [label setBackgroundColor:[UIColor clearColor]]; [label setText:@""]; } cell.selectionStyle = UITableViewCellSelectionStyleNone; } else { label = (UILabel *)[cell viewWithTag:LABEL_TAG]; NSString *firstChar = [[paragraphs objectAtIndex:indexPath.row] substringToIndex:1]; NSLog(@"firstChar %@", firstChar); NSLog(@"before comparison"); if ([firstChar isEqualToString:@"^"]) { NSLog(@"cell not nil, reusing linkButton"); linkButton = (UIButton *)[cell viewWithTag:indexPath.row]; } } if (!label) label = (UILabel*)[cell viewWithTag:LABEL_TAG]; NSString *textString = [paragraphs objectAtIndex:indexPath.row]; NSString *noAsterisks = [textString stringByReplacingOccurrencesOfString:@"*" withString:@""] ; CGSize constraint = CGSizeMake(CELL_CONTENT_WIDTH - (CELL_CONTENT_MARGIN * 2), 20000.0f); CGSize size; NSString *firstChar = [[paragraphs objectAtIndex:indexPath.row] substringToIndex:1]; //NSLog(@"firstChar %@", firstChar); if ([firstChar isEqualToString:@"^"]) { NSLog(@"BUTTON2"); if (!linkButton) linkButton = (UIButton*)[cell viewWithTag:indexPath.row]; linkButton = [UIButton buttonWithType:UIButtonTypeCustom]; linkButton.frame = CGRectMake(CELL_CONTENT_MARGIN, CELL_CONTENT_MARGIN, 280, 30); [cell.contentView addSubview:linkButton]; NSString *myString = [paragraphs objectAtIndex:indexPath.row]; NSArray *myArray = [myString componentsSeparatedByCharactersInSet:[NSCharacterSet characterSetWithCharactersInString:@"*"]]; NSString *noHash = [myArray objectAtIndex:1]; [linkButton setBackgroundImage:[UIImage imageNamed:@"linkButton.png"] forState:UIControlStateNormal]; linkButton.adjustsImageWhenHighlighted = YES; [linkButton setTitle:noHash forState:UIControlStateNormal]; linkButton.titleLabel.font = [UIFont systemFontOfSize:FONT_SIZE]; [linkButton setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal]; [linkButton setTag:indexPath.row]; [linkButton addTarget:self action:@selector(openSafari:) forControlEvents:UIControlEventTouchUpInside]; size = [noAsterisks sizeWithFont:[UIFont boldSystemFontOfSize:FONT_SIZE] constrainedToSize:constraint lineBreakMode:UILineBreakModeWordWrap]; [label setBackgroundColor:[UIColor clearColor]]; [label setText:@""]; } else if ([firstChar isEqualToString:@"*"]) { size = [noAsterisks sizeWithFont:[UIFont boldSystemFontOfSize:FONT_SIZE] constrainedToSize:constraint lineBreakMode:UILineBreakModeWordWrap]; [label setFont:[UIFont boldSystemFontOfSize:FONT_SIZE]]; [label setText:noAsterisks]; NSLog(@"bold"); } else { size = [noAsterisks sizeWithFont:[UIFont systemFontOfSize:FONT_SIZE] constrainedToSize:constraint lineBreakMode:UILineBreakModeWordWrap]; [label setFont:[UIFont systemFontOfSize:FONT_SIZE]]; [label setText:noAsterisks]; } [label setFrame:CGRectMake(CELL_CONTENT_MARGIN, CELL_CONTENT_MARGIN, CELL_CONTENT_WIDTH - (CELL_CONTENT_MARGIN * 2), MAX(size.height, 20.0f))]; cell.selectionStyle = UITableViewCellSelectionStyleNone; cell.accessoryType = UITableViewCellAccessoryNone; return cell; }

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  • Using a boost::fusion::map in boost::spirit::karma

    - by user1097105
    I am using boost spirit to parse some text files into a data structure and now I am beginning to generate text from this data structure (using spirit karma). One attempt at a data structure is a boost::fusion::map (as suggested in an answer to this question). But although I can use boost::spirit::qi::parse() and get data in it easily, when I tried to generate text from it using karma, I failed. Below is my attempt (look especially at the "map_data" type). After some reading and playing around with other fusion types, I found boost::fusion::vector and BOOST_FUSION_DEFINE_ASSOC_STRUCT. I succeeded to generate output with both of them, but they don't seem ideal: in vector you cannot access a member using a name (it is like a tuple) -- and in the other solution, I don't think I need both ways (member name and key type) to access the members. #include <iostream> #include <string> #include <boost/spirit/include/karma.hpp> #include <boost/fusion/include/map.hpp> #include <boost/fusion/include/make_map.hpp> #include <boost/fusion/include/vector.hpp> #include <boost/fusion/include/as_vector.hpp> #include <boost/fusion/include/transform.hpp> struct sb_key; struct id_key; using boost::fusion::pair; typedef boost::fusion::map < pair<sb_key, int> , pair<id_key, unsigned long> > map_data; typedef boost::fusion::vector < int, unsigned long > vector_data; #include <boost/fusion/include/define_assoc_struct.hpp> BOOST_FUSION_DEFINE_ASSOC_STRUCT( (), assocstruct_data, (int, a, sb_key) (unsigned long, b, id_key)) namespace karma = boost::spirit::karma; template <typename X> std::string to_string ( const X& data ) { std::string generated; std::back_insert_iterator<std::string> sink(generated); karma::generate_delimited ( sink, karma::int_ << karma::ulong_, karma::space, data ); return generated; } int main() { map_data d1(boost::fusion::make_map<sb_key, id_key>(234, 35314988526ul)); vector_data d2(boost::fusion::make_vector(234, 35314988526ul)); assocstruct_data d3(234,35314988526ul); std::cout << "map_data as_vector: " << boost::fusion::as_vector(d1) << std::endl; //std::cout << "map_data to_string: " << to_string(d1) << std::endl; //*FAIL No 1* std::cout << "at_key (sb_key): " << boost::fusion::at_key<sb_key>(d1) << boost::fusion::at_c<0>(d1) << std::endl << std::endl; std::cout << "vector_data: " << d2 << std::endl; std::cout << "vector_data to_string: " << to_string(d2) << std::endl << std::endl; std::cout << "assoc_struct as_vector: " << boost::fusion::as_vector(d3) << std::endl; std::cout << "assoc_struct to_string: " << to_string(d3) << std::endl; std::cout << "at_key (sb_key): " << boost::fusion::at_key<sb_key>(d3) << d3.a << boost::fusion::at_c<0>(d3) << std::endl; return 0; } Including the commented line gives lots of pages of compilation errors, among which notably something like: no known conversion for argument 1 from ‘boost::fusion::pair’ to ‘double’ no known conversion for argument 1 from ‘boost::fusion::pair’ to ‘float’ Might it be that to_string needs the values of the map_data, and not the pairs? Though I am not good with templates, I tried to get a vector from a map using transform in the following way template <typename P> struct take_second { typename P::second_type operator() (P p) { return p.second; } }; // ... inside main() pair <char, int> ff(32); std::cout << "take_second (expect 32): " << take_second<pair<char,int>>()(ff) << std::endl; std::cout << "transform map_data and to_string: " << to_string(boost::fusion::transform(d1, take_second<>())); //*FAIL No 2* But I don't know what types am I supposed to give when instantiating take_second and anyway I think there must be an easier way to get (iterate over) the values of a map (is there?) If you answer this question, please also give your opinion on whether using an ASSOC_STRUCT or a map is better.

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  • Animation issue caused by C# parameters passed by reference rather than value, but where?

    - by Jordan Roher
    I'm having trouble with sprite animation in XNA that appears to be caused by a struct passed as a reference value. But I'm not using the ref keyword anywhere. I am, admittedly, a C# noob, so there may be some shallow bonehead error in here, but I can't see it. I'm creating 10 ants or bees and animating them as they move across the screen. I have an array of animation structs, and each time I create an ant or bee, I send it the animation array value it requires (just [0] or [1] at this time). Deep inside the animation struct is a timer that is used to change frames. The ant/bee class stores the animation struct as a private variable. What I'm seeing is that each ant or bee uses the same animation struct, the one I thought I was passing in and copying by value. So during Update(), when I advance the animation timer for each ant/bee, the next ant/bee has its animation timer advanced by that small amount. If there's 1 ant on screen, it animates properly. 2 ants, it runs twice as fast, and so on. Obviously, not what I want. Here's an abridged version of the code. How is BerryPicking's ActorAnimationGroupData[] getting shared between the BerryCreatures? class BerryPicking { private ActorAnimationGroupData[] animations; private BerryCreature[] creatures; private Dictionary<string, Texture2D> creatureTextures; private const int maxCreatures = 5; public BerryPickingExample() { this.creatures = new BerryCreature[maxCreatures]; this.creatureTextures = new Dictionary<string, Texture2D>(); } public void LoadContent() { // Returns data from an XML file Reader reader = new Reader(); animations = reader.LoadAnimations(); CreateCreatures(); } // This is called from another function I'm not including because it's not relevant to the problem. // In it, I remove any creature that passes outside the viewport by setting its creatures[] spot to null. // Hence the if(creatures[i] == null) test is used to recreate "dead" creatures. Inelegant, I know. private void CreateCreatures() { for (int i = 0; i < creatures.Length; i++) { if (creatures[i] == null) { // In reality, the name selection is randomized creatures[i] = new BerryCreature("ant"); // Load content and texture (which I create elsewhere) creatures[i].LoadContent( FindAnimation(creatures[i].Name), creatureTextures[creatures[i].Name]); } } } private ActorAnimationGroupData FindAnimation(string animationName) { int yourAnimation = -1; for (int i = 0; i < animations.Length; i++) { if (animations[i].name == animationName) { yourAnimation = i; break; } } return animations[yourAnimation]; } public void Update(GameTime gameTime) { for (int i = 0; i < creatures.Length; i++) { creatures[i].Update(gameTime); } } } class Reader { public ActorAnimationGroupData[] LoadAnimations() { ActorAnimationGroupData[] animationGroup; XmlReader file = new XmlTextReader(filename); // Do loading... // Then later file.Close(); return animationGroup; } } class BerryCreature { private ActorAnimation animation; private string name; public BerryCreature(string name) { this.name = name; } public void LoadContent(ActorAnimationGroupData animationData, Texture2D sprite) { animation = new ActorAnimation(animationData); animation.LoadContent(sprite); } public void Update(GameTime gameTime) { animation.Update(gameTime); } } class ActorAnimation { private ActorAnimationGroupData animation; public ActorAnimation(ActorAnimationGroupData animation) { this.animation = animation; } public void LoadContent(Texture2D sprite) { this.sprite = sprite; } public void Update(GameTime gameTime) { animation.Update(gameTime); } } struct ActorAnimationGroupData { // There are lots of other members of this struct, but the timer is the only one I'm worried about. // TimerData is another struct private TimerData timer; public ActorAnimationGroupData() { timer = new TimerData(2); } public void Update(GameTime gameTime) { timer.Update(gameTime); } } struct TimerData { public float currentTime; public float maxTime; public TimerData(float maxTime) { this.currentTime = 0; this.maxTime = maxTime; } public void Update(GameTime gameTime) { currentTime += (float)gameTime.ElapsedGameTime.TotalSeconds; if (currentTime >= maxTime) { currentTime = maxTime; } } }

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  • F# - Facebook Hacker Cup - Double Squares

    - by Jacob
    I'm working on strengthening my F#-fu and decided to tackle the Facebook Hacker Cup Double Squares problem. I'm having some problems with the run-time and was wondering if anyone could help me figure out why it is so much slower than my C# equivalent. There's a good description from another post; Source: Facebook Hacker Cup Qualification Round 2011 A double-square number is an integer X which can be expressed as the sum of two perfect squares. For example, 10 is a double-square because 10 = 3^2 + 1^2. Given X, how can we determine the number of ways in which it can be written as the sum of two squares? For example, 10 can only be written as 3^2 + 1^2 (we don't count 1^2 + 3^2 as being different). On the other hand, 25 can be written as 5^2 + 0^2 or as 4^2 + 3^2. You need to solve this problem for 0 = X = 2,147,483,647. Examples: 10 = 1 25 = 2 3 = 0 0 = 1 1 = 1 My basic strategy (which I'm open to critique on) is to; Create a dictionary (for memoize) of the input numbers initialzed to 0 Get the largest number (LN) and pass it to count/memo function Get the LN square root as int Calculate squares for all numbers 0 to LN and store in dict Sum squares for non repeat combinations of numbers from 0 to LN If sum is in memo dict, add 1 to memo Finally, output the counts of the original numbers. Here is the F# code (See code changes at bottom) I've written that I believe corresponds to this strategy (Runtime: ~8:10); open System open System.Collections.Generic open System.IO /// Get a sequence of values let rec range min max = seq { for num in [min .. max] do yield num } /// Get a sequence starting from 0 and going to max let rec zeroRange max = range 0 max /// Find the maximum number in a list with a starting accumulator (acc) let rec maxNum acc = function | [] -> acc | p::tail when p > acc -> maxNum p tail | p::tail -> maxNum acc tail /// A helper for finding max that sets the accumulator to 0 let rec findMax nums = maxNum 0 nums /// Build a collection of combinations; ie [1,2,3] = (1,1), (1,2), (1,3), (2,2), (2,3), (3,3) let rec combos range = seq { let count = ref 0 for inner in range do for outer in Seq.skip !count range do yield (inner, outer) count := !count + 1 } let rec squares nums = let dict = new Dictionary<int, int>() for s in nums do dict.[s] <- (s * s) dict /// Counts the number of possible double squares for a given number and keeps track of other counts that are provided in the memo dict. let rec countDoubleSquares (num: int) (memo: Dictionary<int, int>) = // The highest relevent square is the square root because it squared plus 0 squared is the top most possibility let maxSquare = System.Math.Sqrt((float)num) // Our relevant squares are 0 to the highest possible square; note the cast to int which shouldn't hurt. let relSquares = range 0 ((int)maxSquare) // calculate the squares up front; let calcSquares = squares relSquares // Build up our square combinations; ie [1,2,3] = (1,1), (1,2), (1,3), (2,2), (2,3), (3,3) for (sq1, sq2) in combos relSquares do let v = calcSquares.[sq1] + calcSquares.[sq2] // Memoize our relevant results if memo.ContainsKey(v) then memo.[v] <- memo.[v] + 1 // return our count for the num passed in memo.[num] // Read our numbers from file. //let lines = File.ReadAllLines("test2.txt") //let nums = [ for line in Seq.skip 1 lines -> Int32.Parse(line) ] // Optionally, read them from straight array let nums = [1740798996; 1257431873; 2147483643; 602519112; 858320077; 1048039120; 415485223; 874566596; 1022907856; 65; 421330820; 1041493518; 5; 1328649093; 1941554117; 4225; 2082925; 0; 1; 3] // Initialize our memoize dictionary let memo = new Dictionary<int, int>() for num in nums do memo.[num] <- 0 // Get the largest number in our set, all other numbers will be memoized along the way let maxN = findMax nums // Do the memoize let maxCount = countDoubleSquares maxN memo // Output our results. for num in nums do printfn "%i" memo.[num] // Have a little pause for when we debug let line = Console.Read() And here is my version in C# (Runtime: ~1:40: using System; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.Linq; using System.Text; namespace FBHack_DoubleSquares { public class TestInput { public int NumCases { get; set; } public List<int> Nums { get; set; } public TestInput() { Nums = new List<int>(); } public int MaxNum() { return Nums.Max(); } } class Program { static void Main(string[] args) { // Read input from file. //TestInput input = ReadTestInput("live.txt"); // As example, load straight. TestInput input = new TestInput { NumCases = 20, Nums = new List<int> { 1740798996, 1257431873, 2147483643, 602519112, 858320077, 1048039120, 415485223, 874566596, 1022907856, 65, 421330820, 1041493518, 5, 1328649093, 1941554117, 4225, 2082925, 0, 1, 3, } }; var maxNum = input.MaxNum(); Dictionary<int, int> memo = new Dictionary<int, int>(); foreach (var num in input.Nums) { if (!memo.ContainsKey(num)) memo.Add(num, 0); } DoMemoize(maxNum, memo); StringBuilder sb = new StringBuilder(); foreach (var num in input.Nums) { //Console.WriteLine(memo[num]); sb.AppendLine(memo[num].ToString()); } Console.Write(sb.ToString()); var blah = Console.Read(); //File.WriteAllText("out.txt", sb.ToString()); } private static int DoMemoize(int num, Dictionary<int, int> memo) { var highSquare = (int)Math.Floor(Math.Sqrt(num)); var squares = CreateSquareLookup(highSquare); var relSquares = squares.Keys.ToList(); Debug.WriteLine("Starting - " + num.ToString()); Debug.WriteLine("RelSquares.Count = {0}", relSquares.Count); int sum = 0; var index = 0; foreach (var square in relSquares) { foreach (var inner in relSquares.Skip(index)) { sum = squares[square] + squares[inner]; if (memo.ContainsKey(sum)) memo[sum]++; } index++; } if (memo.ContainsKey(num)) return memo[num]; return 0; } private static TestInput ReadTestInput(string fileName) { var lines = File.ReadAllLines(fileName); var input = new TestInput(); input.NumCases = int.Parse(lines[0]); foreach (var lin in lines.Skip(1)) { input.Nums.Add(int.Parse(lin)); } return input; } public static Dictionary<int, int> CreateSquareLookup(int maxNum) { var dict = new Dictionary<int, int>(); int square; foreach (var num in Enumerable.Range(0, maxNum)) { square = num * num; dict[num] = square; } return dict; } } } Thanks for taking a look. UPDATE Changing the combos function slightly will result in a pretty big performance boost (from 8 min to 3:45): /// Old and Busted... let rec combosOld range = seq { let rangeCache = Seq.cache range let count = ref 0 for inner in rangeCache do for outer in Seq.skip !count rangeCache do yield (inner, outer) count := !count + 1 } /// The New Hotness... let rec combos maxNum = seq { for i in 0..maxNum do for j in i..maxNum do yield i,j }

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  • Access Violation

    - by Justin
    I've been learning how to NOP functions in C++ or even C but there are very few tutorials online about it. I've been googling for the past few hours now and I'm just stuck. Here is my code. #include <iostream> #include <windows.h> #include <tlhelp32.h> using namespace std; //#define NOP 0x90 byte NOP[] = {0x90}; void enableDebugPrivileges() { HANDLE hcurrent=GetCurrentProcess(); HANDLE hToken; BOOL bret=OpenProcessToken(hcurrent,40,&hToken); LUID luid; bret=LookupPrivilegeValue(NULL,"SeDebugPrivilege",&luid); TOKEN_PRIVILEGES NewState,PreviousState; DWORD ReturnLength; NewState.PrivilegeCount =1; NewState.Privileges[0].Luid =luid; NewState.Privileges[0].Attributes=2; AdjustTokenPrivileges(hToken,FALSE,&NewState,28,&PreviousState,&ReturnLength); } DWORD GetProcId(char* ProcName) { PROCESSENTRY32 pe32; HANDLE hSnapshot = NULL; pe32.dwSize = sizeof( PROCESSENTRY32 ); hSnapshot = CreateToolhelp32Snapshot( TH32CS_SNAPPROCESS, 0 ); if( Process32First( hSnapshot, &pe32 ) ) { do{ if( strcmp( pe32.szExeFile, ProcName ) == 0 ) break; }while( Process32Next( hSnapshot, &pe32 ) ); } if( hSnapshot != INVALID_HANDLE_VALUE ) CloseHandle( hSnapshot ); return pe32.th32ProcessID; } void WriteMem(DWORD Address, void* Value, size_t Size) { DWORD Protect = NULL; VirtualProtect((LPVOID)Address, 3, PAGE_READWRITE, &Protect); memcpy((void*)Address, Value, 3); VirtualProtect((LPVOID)Address, 3, Protect, &Protect); } void nop_(PVOID address, int bytes){ DWORD d, ds; VirtualProtect(address, bytes, PAGE_EXECUTE_READWRITE, &d); memset(address, 144, bytes); VirtualProtect(address,bytes,d,&ds); } void MemCopy(HANDLE pHandle, void* Dest, const void* Src, int Len) { DWORD OldProtect; DWORD OldProtect2; VirtualProtect(Dest, Len, PAGE_EXECUTE_READWRITE, &OldProtect); memcpy(Dest, Src, Len); VirtualProtect(Dest, Len, OldProtect, &OldProtect2); FlushInstructionCache(pHandle, Dest, Len); } int main() { enableDebugPrivileges(); DWORD pid; HANDLE phandle; // Obtain the process ID pid = GetProcId("gr.exe"); if(GetLastError()) { cout << "Error_PID_: " << GetLastError() << endl; system("pause"); return -1; } // Obtain the process handle phandle = OpenProcess(PROCESS_ALL_ACCESS,0,pid); if(GetLastError()) { cout << "Error_HANDLE_: " << GetLastError() << endl; system("pause"); return -1; } // Debug info, 0 = bad cout <<"pid : " << pid << endl; cout <<"HANDLE: " << phandle << endl << endl; system("pause"); // Change value to short iValue = -1; int choice = 0; BYTE * bGodMode = (BYTE *) (0x409A7E); // Lives Address bool hack = true; while(hack) { system("cls"); cout << "What hack?\n0. Exit\n1. Lives\n\n!> "; cin >> choice; switch(choice) { case 0: { hack=false; break; } case 1: // Modify Time cout << "God Mode On\n!> "; // cin >> iValue; // nop_((PVOID)(0x409A7E), 3); // MemCopy(phandle, (PVOID)0x409A7E, &NOP, 1); WriteMem((DWORD)(0x00409A7E), (void*)NOP, sizeof NOP); if(GetLastError()) { cout << "Error: " << GetLastError() << endl; system("pause"); } break; default: cout << "ERROR!\n"; break; } Sleep(100); } system("pause"); return 0; } This is suppose to NOP the DEC function that is 3 bytes long preventing me from losing lives. However each time I try it, it crashes the hack and says I had a access violation. I tried to look up the reasons and most of them dealt with with the size of the location I'm writing to and what I'm copying from. Otherwise, I have absolutely no idea. Any help would be nice. The game is GunRoar and the base address "0x409A7E" is where the DEC function is.

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  • Why is insertion into my tree faster on sorted input than random input?

    - by Juliet
    Now I've always heard binary search trees are faster to build from randomly selected data than ordered data, simply because ordered data requires explicit rebalancing to keep the tree height at a minimum. Recently I implemented an immutable treap, a special kind of binary search tree which uses randomization to keep itself relatively balanced. In contrast to what I expected, I found I can consistently build a treap about 2x faster and generally better balanced from ordered data than unordered data -- and I have no idea why. Here's my treap implementation: http://pastebin.com/VAfSJRwZ And here's a test program: using System; using System.Collections.Generic; using System.Linq; using System.Diagnostics; namespace ConsoleApplication1 { class Program { static Random rnd = new Random(); const int ITERATION_COUNT = 20; static void Main(string[] args) { List<double> rndTimes = new List<double>(); List<double> orderedTimes = new List<double>(); rndTimes.Add(TimeIt(50, RandomInsert)); rndTimes.Add(TimeIt(100, RandomInsert)); rndTimes.Add(TimeIt(200, RandomInsert)); rndTimes.Add(TimeIt(400, RandomInsert)); rndTimes.Add(TimeIt(800, RandomInsert)); rndTimes.Add(TimeIt(1000, RandomInsert)); rndTimes.Add(TimeIt(2000, RandomInsert)); rndTimes.Add(TimeIt(4000, RandomInsert)); rndTimes.Add(TimeIt(8000, RandomInsert)); rndTimes.Add(TimeIt(16000, RandomInsert)); rndTimes.Add(TimeIt(32000, RandomInsert)); rndTimes.Add(TimeIt(64000, RandomInsert)); rndTimes.Add(TimeIt(128000, RandomInsert)); string rndTimesAsString = string.Join("\n", rndTimes.Select(x => x.ToString()).ToArray()); orderedTimes.Add(TimeIt(50, OrderedInsert)); orderedTimes.Add(TimeIt(100, OrderedInsert)); orderedTimes.Add(TimeIt(200, OrderedInsert)); orderedTimes.Add(TimeIt(400, OrderedInsert)); orderedTimes.Add(TimeIt(800, OrderedInsert)); orderedTimes.Add(TimeIt(1000, OrderedInsert)); orderedTimes.Add(TimeIt(2000, OrderedInsert)); orderedTimes.Add(TimeIt(4000, OrderedInsert)); orderedTimes.Add(TimeIt(8000, OrderedInsert)); orderedTimes.Add(TimeIt(16000, OrderedInsert)); orderedTimes.Add(TimeIt(32000, OrderedInsert)); orderedTimes.Add(TimeIt(64000, OrderedInsert)); orderedTimes.Add(TimeIt(128000, OrderedInsert)); string orderedTimesAsString = string.Join("\n", orderedTimes.Select(x => x.ToString()).ToArray()); Console.WriteLine("Done"); } static double TimeIt(int insertCount, Action<int> f) { Console.WriteLine("TimeIt({0}, {1})", insertCount, f.Method.Name); List<double> times = new List<double>(); for (int i = 0; i < ITERATION_COUNT; i++) { Stopwatch sw = Stopwatch.StartNew(); f(insertCount); sw.Stop(); times.Add(sw.Elapsed.TotalMilliseconds); } return times.Average(); } static void RandomInsert(int insertCount) { Treap<double> tree = new Treap<double>((x, y) => x.CompareTo(y)); for (int i = 0; i < insertCount; i++) { tree = tree.Insert(rnd.NextDouble()); } } static void OrderedInsert(int insertCount) { Treap<double> tree = new Treap<double>((x, y) => x.CompareTo(y)); for(int i = 0; i < insertCount; i++) { tree = tree.Insert(i + rnd.NextDouble()); } } } } And here's a chart comparing random and ordered insertion times in milliseconds: Insertions Random Ordered RandomTime / OrderedTime 50 1.031665 0.261585 3.94 100 0.544345 1.377155 0.4 200 1.268320 0.734570 1.73 400 2.765555 1.639150 1.69 800 6.089700 3.558350 1.71 1000 7.855150 4.704190 1.67 2000 17.852000 12.554065 1.42 4000 40.157340 22.474445 1.79 8000 88.375430 48.364265 1.83 16000 197.524000 109.082200 1.81 32000 459.277050 238.154405 1.93 64000 1055.508875 512.020310 2.06 128000 2481.694230 1107.980425 2.24 I don't see anything in the code which makes ordered input asymptotically faster than unordered input, so I'm at a loss to explain the difference. Why is it so much faster to build a treap from ordered input than random input?

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  • Pass a Delphi class to a C++ function/method that expects a class with __thiscall methods.

    - by Alan G.
    I have some MSVC++ compiled DLL's for which I have created COM-like (lite) interfaces (abstract Delphi classes). Some of those classes have methods that need pointers to objects. These C++ methods are declared with the __thiscall calling convention (which I cannot change), which is just like __stdcall, except a this pointer is passed on the ECX register. I create the class instance in Delphi, then pass it on to the C++ method. I can set breakpoints in Delphi and see it hitting the exposed __stdcall methods in my Delphi class, but soon I get a STATUS_STACK_BUFFER_OVERRUN and the app has to exit. Is it possible to emulate/deal with __thiscall on the Delphi side of things? If I pass an object instantiated by the C++ system then all is good, and that object's methods are called (as would be expected), but this is useless - I need to pass Delphi objects. Edit 2010-04-19 18:12 This is what happens in more detail: The first method called (setLabel) exits with no error (though its a stub method). The second method called (init), enters then dies when it attempts to read the vol parameter. C++ Side #define SHAPES_EXPORT __declspec(dllexport) // just to show the value class SHAPES_EXPORT CBox { public: virtual ~CBox() {} virtual void init(double volume) = 0; virtual void grow(double amount) = 0; virtual void shrink(double amount) = 0; virtual void setID(int ID = 0) = 0; virtual void setLabel(const char* text) = 0; }; Delphi Side IBox = class public procedure destroyBox; virtual; stdcall; abstract; procedure init(vol: Double); virtual; stdcall; abstract; procedure grow(amount: Double); virtual; stdcall; abstract; procedure shrink(amount: Double); virtual; stdcall; abstract; procedure setID(val: Integer); virtual; stdcall; abstract; procedure setLabel(text: PChar); virtual; stdcall; abstract; end; TMyBox = class(IBox) protected FVolume: Double; FID: Integer; FLabel: String; // public constructor Create; destructor Destroy; override; // BEGIN Virtual Method implementation procedure destroyBox; override; stdcall; // empty - Dont need/want C++ to manage my Delphi objects, just call their methods procedure init(vol: Double); override; stdcall; // FVolume := vol; procedure grow(amount: Double); override; stdcall; // Inc(FVolume, amount); procedure shrink(amount: Double); override; stdcall; // Dec(FVolume, amount); procedure setID(val: Integer); override; stdcall; // FID := val; procedure setLabel(text: PChar); override; stdcall; // Stub method; empty. // END Virtual Method implementation property Volume: Double read FVolume; property ID: Integer read FID; property Label: String read FLabel; end; I would have half expected using stdcall alone to work, but something is messing up, not sure what, perhaps something to do with the ECX register being used? Help would be greatly appreciated. Edit 2010-04-19 17:42 Could it be that the ECX register needs to be preserved on entry and restored once the function exits? Is the this pointer required by C++? I'm probably just reaching at the moment based on some intense Google searches. I found something related, but it seems to be dealing with the reverse of this issue.

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  • Embedding mercurial revision information in Visual Studio c# projects automatically

    - by Mark Booth
    Original Problem In building our projects, I want the mercurial id of each repository to be embedded within the product(s) of that repository (the library, application or test application). I find it makes it so much easier to debug an application ebing run by custiomers 8 timezones away if you know precisely what went into building the particular version of the application they are using. As such, every project (application or library) in our systems implement a way of getting at the associated revision information. I also find it very useful to be able to see if an application has been compiled with clean (un-modified) changesets from the repository. 'Hg id' usefully appends a + to the changeset id when there are uncommitted changes in a repository, so this allows is to easily see if people are running a clean or a modified version of the code. My current solution is detailed below, and fulfills the basic requirements, but there are a number of problems with it. Current Solution At the moment, to each and every Visual Studio solution, I add the following "Pre-build event command line" commands: cd $(ProjectDir) HgID I also add an HgID.bat file to the Project directory: @echo off type HgId.pre > HgId.cs For /F "delims=" %%a in ('hg id') Do <nul >>HgID.cs set /p = @"%%a" echo ; >> HgId.cs echo } >> HgId.cs echo } >> HgId.cs along with an HgId.pre file, which is defined as: namespace My.Namespace { /// <summary> Auto generated Mercurial ID class. </summary> internal class HgID { /// <summary> Mercurial version ID [+ is modified] [Named branch]</summary> public const string Version = When I build my application, the pre-build event is triggered on all libraries, creating a new HgId.cs file (which is not kept under revision control) and causing the library to be re-compiled with with the new 'hg id' string in 'Version'. Problems with the current solution The main problem is that since the HgId.cs is re-created at each pre-build, every time we need to compile anything, all projects in the current solution are re-compiled. Since we want to be able to easily debug into our libraries, we usually keep many libraries referenced in our main application solution. This can result in build times which are significantly longer than I would like. Ideally I would like the libraries to compile only if the contents of the HgId.cs file has actually changed, as opposed to having been re-created with exactly the same contents. The second problem with this method is it's dependence on specific behaviour of the windows shell. I've already had to modify the batch file several times, since the original worked under XP but not Vista, the next version worked under Vista but not XP and finally I managed to make it work with both. Whether it will work with Windows 7 however is anyones guess and as time goes on, I see it more likely that contractors will expect to be able to build our apps on their Windows 7 boxen. Finally, I have an aesthetic problem with this solution, batch files and bodged together template files feel like the wrong way to do this. My actual questions How would you solve/how are you solving the problem I'm trying to solve? What better options are out there than what I'm currently doing? Rejected Solutions to these problems Before I implemented the current solution, I looked at Mercurials Keyword extension, since it seemed like the obvious solution. However the more I looked at it and read peoples opinions, the more that I came to the conclusion that it wasn't the right thing to do. I also remember the problems that keyword substitution has caused me in projects at previous companies (just the thought of ever having to use Source Safe again fills me with a feeling of dread *8'). Also, I don't particularly want to have to enable Mercurial extensions to get the build to complete. I want the solution to be self contained, so that it isn't easy for the application to be accidentally compiled without the embedded version information just because an extension isn't enabled or the right helper software hasn't been installed. I also thought of writing this in a better scripting language, one where I would only write HgId.cs file if the content had actually changed, but all of the options I could think of would require my co-workers, contractors and possibly customers to have to install software they might not otherwise want (for example cygwin). Any other options people can think of would be appreciated. Update Partial solution Having played around with it for a while, I've managed to get the HgId.bat file to only overwrite the HgId.cs file if it changes: @echo off type HgId.pre > HgId.cst For /F "delims=" %%a in ('hg id') Do <nul >>HgId.cst set /p = @"%%a" echo ; >> HgId.cst echo } >> HgId.cst echo } >> HgId.cst fc HgId.cs HgId.cst >NUL if %errorlevel%==0 goto :ok copy HgId.cst HgId.cs :ok del HgId.cst Problems with this solution Even though HgId.cs is no longer being re-created every time, Visual Studio still insists on compiling everything every time. I've tried looking for solutions and tried checking "Only build startup projects and dependencies on Run" in Tools|Options|Projects and Solutions|Build and Run but it makes no difference. The second problem also remains, and now I have no way to test if it will work with Vista, since that contractor is no longer with us. If anyone can test this batch file on a Windows 7 and/or Vista box, I would appreciate hearing how it went. Finally, my aesthetic problem with this solution, is even strnger than it was before, since the batch file is more complex and this there is now more to go wrong. If you can think of any better solution, I would love to hear about them.

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  • Scrollbar still is painted after it should be removed

    - by Walter Williams
    I have the following custom control and can place on a form (with AutoScroll set to true and the control anchored left, top and right). If the form is too short for the control, the form correctly resizes the control (to make room for the scroll) and displays the scroll bar. When the control is closed using the close glyph, the control is resized and the scroll bar is removed, but occasionally the scroll bar appears to remain painted. If the form is minimized or moved off-screen, the leftover paint is removed. I've tried Parent.Invalidate and have toyed with it in many ways but to no avail. Any suggestions? (Using VS 2008 Standard) using System; using System.ComponentModel; using System.Drawing; using System.Drawing.Drawing2D; using System.Windows.Forms; namespace GroupPanelTest { public class GroupPanel : GroupBox { #region Members private const Int32 iHeaderHeight = 20; private Int32 iFullHeight = 200; private Boolean bClosed = false; private Rectangle rectCloseGlyphBounds = Rectangle.Empty; private Boolean bIsMoveOverCloseGlyph = false; #endregion #region Properties [DefaultValue(false)] public Boolean Closed { get { return (this.bClosed); } set { if (this.bClosed != value) { this.bClosed = value; if (this.bClosed) { this.iFullHeight = base.Height; base.Height = GroupPanel.iHeaderHeight; } else { base.Height = this.iFullHeight; } foreach (Control con in base.Controls) con.Visible = !this.bClosed; this.Invalidate(); } } } public new Int32 Height { get { return (base.Height); } set { if (value != base.Height) { if (this.Closed) { this.iFullHeight = value; } else { Int32 iOldHeight = base.Height; base.Height = value; } } } } [DefaultValue(typeof(Size), "350,200")] public new Size Size { get { return (base.Size); } set { if (base.Size != value) { base.Size = value; if (!this.Closed) this.iFullHeight = value.Height; } } } [DefaultValue(typeof(Padding), "0,7,0,0")] public new Padding Padding { get { return (base.Padding); } set { base.Padding = value; } } #endregion #region Construction public GroupPanel () { SetStyle(ControlStyles.UserPaint, true); SetStyle(ControlStyles.ResizeRedraw, true); SetStyle(ControlStyles.AllPaintingInWmPaint, true); SetStyle(ControlStyles.OptimizedDoubleBuffer, true); SetStyle(ControlStyles.Selectable, true); this.Size = new Size(350, 200); this.Padding = new Padding(0, 7, 0, 0); // the groupbox will add to that this.rectCloseGlyphBounds = new Rectangle(base.ClientSize.Width - 24, 2, 16, 16); } #endregion #region Overrides protected override void OnSizeChanged (EventArgs e) { this.rectCloseGlyphBounds = new Rectangle(base.ClientSize.Width - 24, 2, 16, 16); base.OnSizeChanged(e); } protected override void OnPaint (PaintEventArgs e) { base.OnPaint(e); // we want all the delegates to receive the events, but we do this first so we can paint over it Graphics g = e.Graphics; g.FillRectangle(SystemBrushes.Window, this.ClientRectangle); Rectangle rectTitle = new Rectangle(0, 0, this.ClientRectangle.Width, GroupPanel.iHeaderHeight); g.FillRectangle(SystemBrushes.Control, rectTitle); g.DrawString(this.Text, this.Font, SystemBrushes.ControlText, new PointF(5.0f, 3.0f)); if (this.bIsMoveOverCloseGlyph) { g.FillRectangle(SystemBrushes.ButtonHighlight, this.rectCloseGlyphBounds); Rectangle rectBorder = this.rectCloseGlyphBounds; rectBorder.Inflate(-1, -1); g.DrawRectangle(SystemPens.Highlight, rectBorder); } using (Pen pen = new Pen(SystemColors.ControlText, 1.6f)) { if (this.Closed) { g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 3, this.rectCloseGlyphBounds.Top + 3, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 8); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 13, this.rectCloseGlyphBounds.Top + 3, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 8); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 3, this.rectCloseGlyphBounds.Top + 7, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 12); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 13, this.rectCloseGlyphBounds.Top + 7, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 12); } else { g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 3, this.rectCloseGlyphBounds.Top + 8, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 3); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 13, this.rectCloseGlyphBounds.Top + 8, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 3); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 3, this.rectCloseGlyphBounds.Top + 12, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 7); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 13, this.rectCloseGlyphBounds.Top + 12, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 7); } } } protected override void OnMouseDown (MouseEventArgs e) { if (e.Button == MouseButtons.Left && this.rectCloseGlyphBounds.Contains(e.Location)) this.Closed = !this.Closed; // close will call invalidate base.OnMouseDown(e); } protected override void OnMouseMove (MouseEventArgs e) { this.bIsMoveOverCloseGlyph = this.rectCloseGlyphBounds.Contains(e.Location); this.Invalidate(this.rectCloseGlyphBounds); base.OnMouseMove(e); } #endregion } }

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  • libcurl - unable to download a file

    - by marmistrz
    I'm working on a program which will download lyrics from sites like AZLyrics. I'm using libcurl. It's my code lyricsDownloader.cpp #include "lyricsDownloader.h" #include <curl/curl.h> #include <cstring> #include <iostream> #define DEBUG 1 ///////////////////////////////////////////////////////////////////////////// size_t lyricsDownloader::write_data_to_var(char *ptr, size_t size, size_t nmemb, void *userdata) // this function is a static member function { ostringstream * stream = (ostringstream*) userdata; size_t count = size * nmemb; stream->write(ptr, count); return count; } string AZLyricsDownloader::toProviderCode() const { /*this creates an url*/ } CURLcode AZLyricsDownloader::download() { CURL * handle; CURLcode err; ostringstream buff; handle = curl_easy_init(); if (! handle) return static_cast<CURLcode>(-1); // set verbose if debug on curl_easy_setopt( handle, CURLOPT_VERBOSE, DEBUG ); curl_easy_setopt( handle, CURLOPT_URL, toProviderCode().c_str() ); // set the download url to the generated one curl_easy_setopt(handle, CURLOPT_WRITEDATA, &buff); curl_easy_setopt(handle, CURLOPT_WRITEFUNCTION, &AZLyricsDownloader::write_data_to_var); err = curl_easy_perform(handle); // The segfault should be somewhere here - after calling the function but before it ends cerr << "cleanup\n"; curl_easy_cleanup(handle); // copy the contents to text variable lyrics = buff.str(); return err; } main.cpp #include <QString> #include <QTextEdit> #include <iostream> #include "lyricsDownloader.h" int main(int argc, char *argv[]) { AZLyricsDownloader dl(argv[1], argv[2]); dl.perform(); QTextEdit qtexted(QString::fromStdString(dl.lyrics)); cout << qPrintable(qtexted.toPlainText()); return 0; } When running ./maelyrica Anthrax Madhouse I'm getting this logged from curl * About to connect() to azlyrics.com port 80 (#0) * Trying 174.142.163.250... * connected * Connected to azlyrics.com (174.142.163.250) port 80 (#0) > GET /lyrics/anthrax/madhouse.html HTTP/1.1 Host: azlyrics.com Accept: */* < HTTP/1.1 301 Moved Permanently < Server: nginx/1.0.12 < Date: Thu, 05 Jul 2012 16:59:21 GMT < Content-Type: text/html < Content-Length: 185 < Connection: keep-alive < Location: http://www.azlyrics.com/lyrics/anthrax/madhouse.html < Segmentation fault Strangely, the file is there. The same error is displayed when there's no such page (redirect to azlyrics.com mainpage) What am I doing wrong? Thanks in advance EDIT: I made the function for writing data static, but this changes nothing. Even wget seems to have problems $ wget http://www.azlyrics.com/lyrics/anthrax/madhouse.html --2012-07-06 10:36:05-- http://www.azlyrics.com/lyrics/anthrax/madhouse.html Resolving www.azlyrics.com... 174.142.163.250 Connecting to www.azlyrics.com|174.142.163.250|:80... connected. HTTP request sent, awaiting response... No data received. Retrying. Why does opening the page in a browser work and wget/curl not? EDIT2: After adding this: curl_easy_setopt(handle, CURLOPT_FOLLOWLOCATION, 1); The log is: * About to connect() to azlyrics.com port 80 (#0) * Trying 174.142.163.250... * connected * Connected to azlyrics.com (174.142.163.250) port 80 (#0) > GET /lyrics/anthrax/madhouse.html HTTP/1.1 Host: azlyrics.com Accept: */* < HTTP/1.1 301 Moved Permanently < Server: nginx/1.0.12 < Date: Fri, 06 Jul 2012 09:09:47 GMT < Content-Type: text/html < Content-Length: 185 < Connection: keep-alive < Location: http://www.azlyrics.com/lyrics/anthrax/madhouse.html < * Ignoring the response-body * Connection #0 to host azlyrics.com left intact * Issue another request to this URL: 'http://www.azlyrics.com/lyrics/anthrax/madhouse.html' * About to connect() to www.azlyrics.com port 80 (#1) * Trying 174.142.163.250... * connected * Connected to www.azlyrics.com (174.142.163.250) port 80 (#1) > GET /lyrics/anthrax/madhouse.html HTTP/1.1 Host: www.azlyrics.com Accept: */* < HTTP/1.1 200 OK < Server: nginx/1.0.12 < Date: Fri, 06 Jul 2012 09:09:47 GMT < Content-Type: text/html < Transfer-Encoding: chunked < Connection: keep-alive < Segmentation fault

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  • Long-running Database Query

    - by JamesMLV
    I have a long-running SQL Server 2005 query that I have been hoping to optimize. When I look at the actual execution plan, it says a Clustered Index Seek has 66% of the cost. Execuation Plan Snippit: <RelOp AvgRowSize="31" EstimateCPU="0.0113754" EstimateIO="0.0609028" EstimateRebinds="0" EstimateRewinds="0" EstimateRows="10198.5" LogicalOp="Clustered Index Seek" NodeId="16" Parallel="false" PhysicalOp="Clustered Index Seek" EstimatedTotalSubtreeCost="0.0722782"> <OutputList> <ColumnReference Database="[wf_1]" Schema="[dbo]" Table="[Indices]" Alias="[I]" Column="quoteDate" /> <ColumnReference Database="[wf_1]" Schema="[dbo]" Table="[Indices]" Alias="[I]" Column="price" /> <ColumnReference Database="[wf_1]" Schema="[dbo]" Table="[Indices]" Alias="[I]" Column="tenure" /> </OutputList> <RunTimeInformation> <RunTimeCountersPerThread Thread="0" ActualRows="1067" ActualEndOfScans="1" ActualExecutions="1" /> </RunTimeInformation> <IndexScan Ordered="true" ScanDirection="FORWARD" ForcedIndex="false" NoExpandHint="false"> <DefinedValues> <DefinedValue> <ColumnReference Database="[wf_1]" Schema="[dbo]" Table="[Indices]" Alias="[I]" Column="quoteDate" /> </DefinedValue> <DefinedValue> <ColumnReference Database="[wf_1]" Schema="[dbo]" Table="[Indices]" Alias="[I]" Column="price" /> </DefinedValue> <DefinedValue> <ColumnReference Database="[wf_1]" Schema="[dbo]" Table="[Indices]" Alias="[I]" Column="tenure" /> </DefinedValue> </DefinedValues> <Object Database="[wf_1]" Schema="[dbo]" Table="[Indices]" Index="[_dta_index_Indices_14_320720195__K5_K2_K1_3]" Alias="[I]" /> <SeekPredicates> <SeekPredicate> <Prefix ScanType="EQ"> <RangeColumns> <ColumnReference Database="[wf_1]" Schema="[dbo]" Table="[Indices]" Alias="[I]" Column="HedgeProduct" ComputedColumn="true" /> </RangeColumns> <RangeExpressions> <ScalarOperator ScalarString="(1)"> <Const ConstValue="(1)" /> </ScalarOperator> </RangeExpressions> </Prefix> <StartRange ScanType="GE"> <RangeColumns> <ColumnReference Database="[wf_1]" Schema="[dbo]" Table="[Indices]" Alias="[I]" Column="tenure" /> </RangeColumns> <RangeExpressions> <ScalarOperator ScalarString="[@StartMonth]"> <Identifier> <ColumnReference Column="@StartMonth" /> </Identifier> </ScalarOperator> </RangeExpressions> </StartRange> <EndRange ScanType="LE"> <RangeColumns> <ColumnReference Database="[wf_1]" Schema="[dbo]" Table="[Indices]" Alias="[I]" Column="tenure" /> </RangeColumns> <RangeExpressions> <ScalarOperator ScalarString="[@EndMonth]"> <Identifier> <ColumnReference Column="@EndMonth" /> </Identifier> </ScalarOperator> </RangeExpressions> </EndRange> </SeekPredicate> </SeekPredicates> </IndexScan> </RelOp> From this, does anyone see an obvious problem that would be causing this to take so long? Here is the query: (SELECT quotedate, tenure, price, ActualVolume, HedgePortfolioValue, Price AS UnhedgedPrice, ((ActualVolume*Price - HedgePortfolioValue)/ActualVolume) AS HedgedPrice FROM ( SELECT [quoteDate] ,[price] , tenure ,isnull(wf_1.[Risks].[HedgePortValueAsOfDate2](1,tenureMonth,quotedate,price),0) as HedgePortfolioValue ,[TotalOperatingGasVolume] as ActualVolume FROM [wf_1].[dbo].[Indices] I inner join ( SELECT DISTINCT tenureMonth FROM [wf_1].[Risks].[KnowRiskTrades] WHERE HedgeProduct = 1 AND portfolio <> 'Natural Gas Hedge Transactions' ) B ON I.tenure=B.tenureMonth inner join ( SELECT [Month],[TotalOperatingGasVolume] FROM [wf_1].[Risks].[ActualGasVolumes] ) C ON C.[Month]=B.tenureMonth WHERE HedgeProduct = 1 AND quoteDate>=dateadd(day, -3*365, tenureMonth) AND quoteDate<=dateadd(day,-3,tenureMonth) )A )

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  • c++ to vb.net , problem with callback function

    - by johan
    I'm having a hard time here trying to find a solution for my problem. I'm trying to convert a client API funktion from C++ to VB.NET, and i think have some problems with the callback function. parts of the C++ code: typedef struct{ BYTE m_bRemoteChannel; BYTE m_bSendMode; BYTE m_nImgFormat; // =0 cif ; = 1 qcif char *m_sIPAddress; char *m_sUserName; char *m_sUserPassword; BOOL m_bUserCheck; HWND m_hShowVideo; }CLIENT_VIDEOINFO, *PCLIENT_VIDEOINFO; CPLAYER_API LONG __stdcall MP4_ClientStart(PCLIENT_VIDEOINFO pClientinfo,void(CALLBACK *ReadDataCallBack)(DWORD nPort,UCHAR *pPacketBuffer,DWORD nPacketSize)); void CALLBACK ReadDataCallBack(DWORD nPort,UCHAR *pPacketBuffer,DWORD nPacketSize) { TRACE("%d\n",nPacketSize); } ..... aa5.m_sUserName = "123"; aa5.m_sUserPassword="w"; aa5.m_bUserCheck = TRUE; MP4_ClientSetTTL(64); nn1 = MP4_ClientStart(&aa5,ReadDataCallBack); if (nn1 == -1) { MessageBox("error"); return; } SDK description: MP4_ClientStart This function starts a connection. The format of the call is: LONG __stdcall MP4_ClientStart(PCLIENT_VIDEOINFO pClientinfo, void(*ReadDataCallBack)(DWORD nChannel,UCHAR *pPacketBuffer,DWORD nPacketSize)) Parameters pClientinfo holds the information. of this connection. nChannel holds the channel of card. pPacketBuffer holds the pointer to the receive buffer. nPacketSize holds the length of the receive buffer. Return Values If the function succeeds the return value is the context of this connection. If the function fails the return value is -1. Remarks typedef struct{ BYTE m_bRemoteChannel; BYTE m_bSendMode; BYTE m_bImgFormat; char *m_sIPAddress; char *m_sUserName; char *m_sUserPassword; BOOL m_bUserCheck; HWND m_hShowVideo; } CLIENT_VIDEOINFO, * PCLIENT_VIDEOINFO; m_bRemoteChannel holds the channel which the client wants to connect to. m_bSendMode holds the network mode of the connection. m_bImgFormat : Image format, 0 is main channel video, 1 is sub channel video m_sIPAddress holds the IP address of the server. m_sUserName holds the user’s name. m_sUserPassword holds the user’s password. m_bUserCheck holds the value whether sends the user’s name and password or not. m_hShowVideo holds Handle for this video window. If m_hShowVideo holds NULL, the client can be record only without decoder. If m_bUserCheck is FALSE, we will send m_sUserName and m_sUserPassword as NULL, else we will send each 50 bytes. The length of m_sIPAddress and m_sUserName must be more than 50 bytes. ReadDataCallBack: When the library receives a packet from a server, this callback is called. My VB.Net code: Imports System.Runtime.InteropServices Public Class Form1 Const WM_USER = &H400 Public Structure CLIENT_VIDEOINFO Public m_bRemoteChannel As Byte Public m_bSendMode As Byte Public m_bImgFormat As Byte Public m_sIPAddress As String Public m_sUserName As String Public m_sUserPassword As String Public m_bUserCheck As Boolean Public m_hShowVideo As Long 'hWnd End Structure Public Declare Function MP4_ClientSetNetPort Lib "hikclient.dll" (ByVal dServerPort As Integer, ByVal dClientPort As Integer) As Boolean Public Declare Function MP4_ClientStartup Lib "hikclient.dll" (ByVal nMessage As UInteger, ByVal hWnd As System.IntPtr) As Boolean <DllImport("hikclient.dll")> Public Shared Function MP4_ClientStart(ByVal Clientinfo As CLIENT_VIDEOINFO, ByRef ReadDataCallBack As CALLBACKdel) As Long End Function Public Delegate Sub CALLBACKdel(ByVal nPort As Long, <MarshalAs(UnmanagedType.LPArray)> ByRef pPacketBuffer As Byte(), ByVal nPacketSize As Long) Public Sub CALLBACK(ByVal nPort As Long, <MarshalAs(UnmanagedType.LPArray)> ByRef pPacketBuffer As Byte(), ByVal nPacketSize As Long) End Sub Public mydel As New CALLBACKdel(AddressOf CALLBACK) Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load Dim Clientinfo As New CLIENT_VIDEOINFO() Clientinfo.m_bRemoteChannel = 0 Clientinfo.m_bSendMode = 0 Clientinfo.m_bImgFormat = 0 Clientinfo.m_sIPAddress = "193.168.1.100" Clientinfo.m_sUserName = "1" Clientinfo.m_sUserPassword = "a" Clientinfo.m_bUserCheck = False Clientinfo.m_hShowVideo = Me.Handle 'Nothing MP4_ClientSetNetPort(850, 850) MP4_ClientStartup(WM_USER + 1, Me.Handle) MP4_ClientStart(Clientinfo, mydel) End Sub End Class here is some other examples of the code in: C# http://blog.csdn.net/nenith1981/archive/2007/09/17/1787692.aspx VB ://read.pudn.com/downloads70/sourcecode/graph/250633/MD%E5%AE%A2%E6%88%B7%E7%AB%AF%28VB%29/hikclient.bas__.htm ://read.pudn.com/downloads70/sourcecode/graph/250633/MD%E5%AE%A2%E6%88%B7%E7%AB%AF%28VB%29/Form1.frm__.htm Delphi ://read.pudn.com/downloads91/sourcecode/multimedia/streaming/349759/Delphi_client/Unit1.pas__.htm

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  • Super Noob C++ variable help

    - by julian
    Ok, I must preface this by stating that I know so so little about c++ and am hoping someone can just help me out... I have the below code: string GoogleMapControl::CreatePolyLine(RideItem *ride) { std::vector<RideFilePoint> intervalPoints; ostringstream oss; int cp; int intervalTime = 30; // 30 seconds int zone =ride->zoneRange(); if(zone >= 0) { cp = 300; // default cp to 300 watts } else { cp = ride->zones->getCP(zone); } foreach(RideFilePoint* rfp, ride->ride()->dataPoints()) { intervalPoints.push_back(*rfp); if((intervalPoints.back().secs - intervalPoints.front().secs) > intervalTime) { // find the avg power and color code it and create a polyline... AvgPower avgPower = for_each(intervalPoints.begin(), intervalPoints.end(), AvgPower()); // find the color QColor color = GetColor(cp,avgPower); // create the polyline CreateSubPolyLine(intervalPoints,oss,color); intervalPoints.clear(); intervalPoints.push_back(*rfp); } } return oss.str(); } void GoogleMapControl::CreateSubPolyLine(const std::vector<RideFilePoint> &points, std::ostringstream &oss, QColor color) { oss.precision(6); QString colorstr = color.name(); oss.setf(ios::fixed,ios::floatfield); oss << "var polyline = new GPolyline(["; BOOST_FOREACH(RideFilePoint rfp, points) { if (ceil(rfp.lat) != 180 && ceil(rfp.lon) != 180) { oss << "new GLatLng(" << rfp.lat << "," << rfp.lon << ")," << endl; } } oss << "],\"" << colorstr.toStdString() << "\",4);"; oss << "GEvent.addListener(polyline, 'mouseover', function() {" << endl << "var tooltip_text = 'Avg watts:" << avgPower <<" <br> Avg Speed: <br> Color: "<< colorstr.toStdString() <<"';" << endl << "var ss={'weight':8};" << endl << "this.setStrokeStyle(ss);" << endl << "this.overlay = new MapTooltip(this,tooltip_text);" << endl << "map.addOverlay(this.overlay);" << endl << "});" << endl << "GEvent.addListener(polyline, 'mouseout', function() {" << endl << "map.removeOverlay(this.overlay);" << endl << "var ss={'weight':5};" << endl << "this.setStrokeStyle(ss);" << endl << "});" << endl; oss << "map.addOverlay (polyline);" << endl; } And I'm trying to get the avgPower from this part: AvgPower avgPower = for_each(intervalPoints.begin(), intervalPoints.end(), AvgPower()); the first part to cary over to the second part: << "var tooltip_text = 'Avg watts:" << avgPower <<" <br> Avg Speed: <br> Color: "<< colorstr.toStdString() <<"';" << endl But of course I haven't the slightest clue how to do it... anyone feeling generous today? Thanks in advance

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  • std::vector optimisation required

    - by marcp
    I've written a routine that uses std::vector<double> rather heavily. It runs rather slowly and AQTime seems to imply that I am constructing mountains of vectors but I'm not sure why I would be. For some context, my sample run iterates 10 times. Each iteration copies 3 c arrays of ~400 points into vectors and creates 3 new same sized vectors for output. Each output point might be the result of summing up to 20 points from 2 of the input vectors, which works out to a worst case of 10*400*3*2*20 = 480,000 dereferences. Incredibly the profiler indicates that some of the std:: methods are being called 46 MILLION times. I suspect I'm doing something wrong! Some code: vector<double>gdbChannel::GetVector() { if (fHaveDoubleData & (fLength > 0)) { double * pD = getDoublePointer(); vector<double>v(pD, pD + fLength); return v; } else { throw(Exception("attempt to retrieve vector on empty line")); ; } } void gdbChannel::SaveVector(GX_HANDLE _hLine, const vector<double> & V) { if (hLine != _hLine) { GetLine(_hLine, V.size(), true); } GX_DOUBLE * pData = getDoublePointer(); memcpy(pData, &V[0], V.size()*sizeof(V[0])); ReplaceData(); } ///This routine gets called 10 times bool SpecRatio::DoWork(GX_HANDLE_PTR pLine) { if (!(hKin.GetLine(*pLine, true) && hUin.GetLine(*pLine, true) && hTHin.GetLine(*pLine, true))) { return true; } vector<double>vK = hKin.GetVector(); vector<double>vU = hUin.GetVector(); vector<double>vTh = hTHin.GetVector(); if ((vK.size() == 0) || (vU.size() == 0) || (vTh.size() == 0)) { return true; } ///TODO: confirm all vectors the same lenghth len = vK.size(); vUK.clear(); // these 3 vectors are declared as private class members vUTh.clear(); vThK.clear(); vUK.reserve(len); vUTh.reserve(len); vThK.reserve(len); // TODO: ensure everything is same fidincr, fidstart and length for (int i = 0; i < len; i++) { if (vK.at(i) < MinK) { vUK.push_back(rDUMMY); vUTh.push_back(rDUMMY); vThK.push_back(rDUMMY); } else { vUK.push_back(RatioPoint(vU, vK, i, UMin, KMin)); vUTh.push_back(RatioPoint(vU, vTh, i, UMin, ThMin)); vThK.push_back(RatioPoint(vTh, vK, i, ThMin, KMin)); } } hUKout.setFidParams(hKin); hUKout.SaveVector(*pLine, vUK); hUTHout.setFidParams(hKin); hUTHout.SaveVector(*pLine, vUTh); hTHKout.setFidParams(hKin); hTHKout.SaveVector(*pLine, vThK); return TestError(); } double SpecRatio::VValue(vector<double>V, int Index) { double result; if ((Index < 0) || (Index >= len)) { result = 0; } else { try { result = V.at(Index); if (OasisUtils::isDummy(result)) { result = 0; } } catch (out_of_range) { result = 0; } } return result; } double SpecRatio::RatioPoint(vector<double>Num, vector<double>Denom, int Index, double NumMin, double DenomMin) { double num = VValue(Num, Index); double denom = VValue(Denom, Index); int s = 0; // Search equalled 10 in this case while (((num < NumMin) || (denom < DenomMin)) && (s < Search)) { num += VValue(Num, Index - s) + VValue(Num, Index + s); denom += VValue(Denom, Index - s) + VValue(Denom, Index + s); s++; } if ((num < NumMin) || (denom < DenomMin)) { return rDUMMY; } else { return num / denom; } } The top AQTime offenders are: std::_Uninit_copy , double *, std::allocator 3.65 secs and 115731 Hits std::_Construct 1.69 secs and 46450637 Hits std::_Vector_const_iterator ::operator !=1.66 secs and 46566395 Hits and so on... std::allocator<double>::construct, operator new, std::_Vector_const_iterator<double, std::allocator<double> >::operator ++, std::_Vector_const_iterator<double, std::allocator<double> >::operator * std::_Vector_const_iterator<double, std::allocator<double> >::operator == each get called over 46 million times. I'm obviously doing something wrong to cause all these objects to be created. Can anyone see my error(s)?

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  • Invalid function declaration. DevC++

    - by user69514
    Why do I get invalid function declaration when I compile the code in DevC++ in Windows, but when I compile it in CodeBlocks on Linux it works fine. #include <iostream> #include <vector> using namespace std; //structure to hold item information struct item{ string name; double price; }; //define sandwich, chips, and drink struct item sandwich{"Sandwich", 3.00}; **** error is here ***** struct item chips{"Chips", 1.50}; **** error is here ***** struct item drink{"Large Drink", 2.00}; **** error is here ***** vector<item> cart; //vector to hold the items double total = 0.0; //total const double tax = 0.0825; //tax //gets item choice from user char getChoice(){ cout << "Select an item:" << endl; cout << "S: Sandwich. $3.00" << endl; cout << "C: Chips. $1.50" << endl; cout << "D: Drink. $2.00" << endl; cout << "X: Cancel. Start over" << endl; cout << "T: Total" << endl; char choice; cin >> choice; return choice; } //displays current items in cart and total void displayCart(){ cout << "\nCart:" << endl; for(unsigned int i=0; i<cart.size(); i++){ cout << cart.at(i).name << ". $" << cart.at(i).price << endl; } cout << "Total: $" << total << endl << endl; } //adds item to the cart void addItem(struct item bought){ cart.push_back(bought); total += bought.price; displayCart(); } //displays the receipt, items, prices, subtotal, taxes, and total void displayReceipt(){ cout << "\nReceipt:" << endl; cout << "Items: " << cart.size() << endl; for(unsigned int i=0; i<cart.size(); i++){ cout << (i+1) << ". " << cart.at(i).name << ". $" << cart.at(i).price << endl; } cout << "----------------------------" << endl; cout << "Subtotal: $" << total << endl; double taxes = total*tax; cout << "Tax: $" << taxes << endl; cout << "Total: $" << (total + taxes) << endl; } int main(){ //sentinel to stop the loop bool stop = false; char choice; while (stop == false ){ choice = getChoice(); //add sandwich if( choice == 's' || choice == 'S' ){ addItem(sandwich); } //add chips else if( choice == 'c' || choice == 'C' ){ addItem(chips); } //add drink else if( choice == 'd' || choice == 'D' ){ addItem(drink); } //remove everything from cart else if( choice == 'x' || choice == 'X' ){ cart.clear(); total = 0.0; cout << "\n***** Transcation Canceled *****\n" << endl; } //calcualte total else if( choice == 't' || choice == 'T' ){ displayReceipt(); stop = true; } //or wront item picked else{ cout << choice << " is not a valid choice. Try again\n" << endl; } }//end while loop return 0; //end of program }

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  • OpenSSL in C++ email client - server closes connection with TLSv1 Alert message

    - by mice
    My app connects to a IMAP email server. One client configured his server to reject SSLv2 certificates, and now my app fails to connect to the server. All other email clients connect to this server successfully. My app uses openssl. I debugged by creating minimal openssl client and attempt to connect to the server. Below is the code with connects to the mail server (using Windows sockets, but same problem is with unix sockets). Server sends its initial IMAP greeting message, but after client sends 1st command, server closes connection. In Wireshark, I see that after sending command to server, it returns TLSv1 error message 21 (Encrypted Alert) and connection is gone. I'm looking for proper setup of OpenSSL for this connection to succeed. Thanks #include <stdio.h> #include <memory.h> #include <errno.h> #include <sys/types.h> #include <winsock2.h> #include <openssl/crypto.h> #include <openssl/x509.h> #include <openssl/pem.h> #include <openssl/ssl.h> #include <openssl/err.h> #define CHK_NULL(x) if((x)==NULL) exit(1) #define CHK_ERR(err,s) if((err)==-1) { perror(s); exit(1); } #define CHK_SSL(err) if((err)==-1) { ERR_print_errors_fp(stderr); exit(2); } SSL *ssl; char buf[4096]; void write(const char *s){ int err = SSL_write(ssl, s, strlen(s)); printf("> %s\n", s); CHK_SSL(err); } void read(){ int n = SSL_read(ssl, buf, sizeof(buf) - 1); CHK_SSL(n); if(n==0){ printf("Finished\n"); exit(1); } buf[n] = 0; printf("%s\n", buf); } void main(){ int err=0; SSLeay_add_ssl_algorithms(); SSL_METHOD *meth = SSLv23_client_method(); SSL_load_error_strings(); SSL_CTX *ctx = SSL_CTX_new(meth); CHK_NULL(ctx); WSADATA data; WSAStartup(0x202, &data); int sd = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP); CHK_ERR(sd, "socket"); struct sockaddr_in sa; memset(&sa, 0, sizeof(sa)); sa.sin_family = AF_INET; sa.sin_addr.s_addr = inet_addr("195.137.27.14"); sa.sin_port = htons(993); err = connect(sd,(struct sockaddr*) &sa, sizeof(sa)); CHK_ERR(err, "connect"); /* ----------------------------------------------- */ /* Now we have TCP connection. Start SSL negotiation. */ ssl = SSL_new(ctx); CHK_NULL(ssl); SSL_set_fd(ssl, sd); err = SSL_connect(ssl); CHK_SSL(err); // Following two steps are optional and not required for data exchange to be successful. /* printf("SSL connection using %s\n", SSL_get_cipher(ssl)); X509 *server_cert = SSL_get_peer_certificate(ssl); CHK_NULL(server_cert); printf("Server certificate:\n"); char *str = X509_NAME_oneline(X509_get_subject_name(server_cert),0,0); CHK_NULL(str); printf(" subject: %s\n", str); OPENSSL_free(str); str = X509_NAME_oneline(X509_get_issuer_name (server_cert),0,0); CHK_NULL(str); printf(" issuer: %s\n", str); OPENSSL_free(str); // We could do all sorts of certificate verification stuff here before deallocating the certificate. X509_free(server_cert); */ printf("\n\n"); read(); // get initial IMAP greeting write("1 CAPABILITY\r\n"); // send 1st command read(); // get reply to cmd; server closes connection here write("2 LOGIN a b\r\n"); read(); SSL_shutdown(ssl); closesocket(sd); SSL_free(ssl); SSL_CTX_free(ctx); }

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  • A column ID occurred more than once in the specification

    - by Puzzle84
    Recently i've picked up my EF 4.1 / MVC 3 project again and started building in actual frontend capabilities. Now i'm developing a "simple" message system but upon going to that page i get the error as stated in the title EDIT It creates the database just not the models. Stack trace: [NullReferenceException: Object reference not set to an instance of an object.] ASP._Page_Views_Inbox_Index_cshtml.Execute() in c:\Development\MVC\DOCCL\Views\Inbox\Index.cshtml:18 System.Web.WebPages.WebPageBase.ExecutePageHierarchy() +197 System.Web.Mvc.WebViewPage.ExecutePageHierarchy() +81 System.Web.WebPages.StartPage.RunPage() +17 System.Web.WebPages.StartPage.ExecutePageHierarchy() +62 System.Web.WebPages.WebPageBase.ExecutePageHierarchy(WebPageContext pageContext, TextWriter writer, WebPageRenderingBase startPage) +76 System.Web.Mvc.RazorView.RenderView(ViewContext viewContext, TextWriter writer, Object instance) +222 System.Web.Mvc.BuildManagerCompiledView.Render(ViewContext viewContext, TextWriter writer) +115 System.Web.Mvc.ViewResultBase.ExecuteResult(ControllerContext context) +295 System.Web.Mvc.ControllerActionInvoker.InvokeActionResult(ControllerContext controllerContext, ActionResult actionResult) +13 System.Web.Mvc.<c_DisplayClass1c.b_19() +23 System.Web.Mvc.ControllerActionInvoker.InvokeActionResultFilter(IResultFilter filter, ResultExecutingContext preContext, Func1 continuation) +242 System.Web.Mvc.<>c__DisplayClass1e.<InvokeActionResultWithFilters>b__1b() +21 System.Web.Mvc.ControllerActionInvoker.InvokeActionResultWithFilters(ControllerContext controllerContext, IList1 filters, ActionResult actionResult) +177 System.Web.Mvc.ControllerActionInvoker.InvokeAction(ControllerContext controllerContext, String actionName) +324 System.Web.Mvc.Controller.ExecuteCore() +106 System.Web.Mvc.ControllerBase.Execute(RequestContext requestContext) +91 System.Web.Mvc.ControllerBase.System.Web.Mvc.IController.Execute(RequestContext requestContext) +10 System.Web.Mvc.<c_DisplayClassb.b_5() +34 System.Web.Mvc.Async.<c_DisplayClass1.b_0() +19 System.Web.Mvc.Async.<c_DisplayClass81.<BeginSynchronous>b__7(IAsyncResult _) +10 System.Web.Mvc.Async.WrappedAsyncResult1.End() +62 System.Web.Mvc.<c_DisplayClasse.b_d() +48 System.Web.Mvc.SecurityUtil.b_0(Action f) +7 System.Web.Mvc.SecurityUtil.ProcessInApplicationTrust(Action action) +22 System.Web.Mvc.MvcHandler.EndProcessRequest(IAsyncResult asyncResult) +60 System.Web.Mvc.MvcHandler.System.Web.IHttpAsyncHandler.EndProcessRequest(IAsyncResult result) +9 System.Web.CallHandlerExecutionStep.System.Web.HttpApplication.IExecutionStep.Execute() +9478661 System.Web.HttpApplication.ExecuteStep(IExecutionStep step, Boolean& completedSynchronously) +178 InnerException : {"A column ID occurred more than once in the specification."} The recently added code is. Controller: // // GET: /Inbox/Index/5/1 public ActionResult Index(int? Id, int Page = 1) { try { const int pageSize = 10; var messages = from m in horseTracker.Messages where m.ReceiverId.Equals(Id) select m; var paginatedMessages = new PaginatedList<Message>(messages, Page, pageSize); return View(paginatedMessages); } catch (Exception ex) { } return View(); } Models public class Message { [Key] public int Id { get; set; } [Required(ErrorMessage = "Subject is required")] [Display(Name = "Subject")] public string Subject { get; set; } [Required(ErrorMessage = "Message is required")] [Display(Name = "Message")] public string Content { get; set; } [Required] [Display(Name = "Date")] public DateTime Created { get; set; } public Boolean Read { get; set; } [Required(ErrorMessage = "Can't create a message without a user")] public int SenderId { get; set; } public virtual User Sender { get; set; } [Required(ErrorMessage = "Please pick a recipient")] public int ReceiverId { get; set; } public virtual User Receiver { get; set; } } public class User { [Key] public int Id { get; set; } [Required] [Display(Name = "Username")] public string UserName { get; set; } [Required] [Display(Name = "First Name")] public string FirstName { get; set; } [Required] [Display(Name = "Last Name")] public string LastName { get; set; } [Required] [Display(Name = "E-Mail")] public string Email { get; set; } [Required] [Display(Name = "Password")] public string Password { get; set; } [Required] [Display(Name = "Country")] public string Country { get; set; } public string EMail { get; set; } //Races public virtual ICollection<Message> Messages { get; set; } } modelBuilder.Entity<User>() .HasMany(u => u.Messages) .WithRequired(m => m.Receiver) .HasForeignKey(m => m.ReceiverId) .WillCascadeOnDelete(false); Anyone have a clue on why i might be getting that error? Before i added these classes it was working fine.

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