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  • socket operation on nonsocket or bad file descriptor

    - by Magn3s1um
    I'm writing a pthread server which takes requests from clients and sends them back a bunch of .ppm files. Everything seems to go well, but sometimes when I have just 1 client connected, when trying to read from the file descriptor (for the file), it says Bad file Descriptor. This doesn't make sense, since my int fd isn't -1, and the file most certainly exists. Other times, I get this "Socket operation on nonsocket" error. This is weird because other times, it doesn't give me this error and everything works fine. When trying to connect multiple clients, for some reason, it will only send correctly to one, and then the other client gets the bad file descriptor or "nonsocket" error, even though both threads are processing the same messages and do the same routines. Anyone have an idea why? Here's the code that is giving me that error: while(mqueue.head != mqueue.tail && count < dis_m){ printf("Sending to client %s: %s\n", pointer->id, pointer->message); int fd; fd = open(pointer->message, O_RDONLY); char buf[58368]; int bytesRead; printf("This is fd %d\n", fd); bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); fflush(stdout); close(fd); mqueue.mcount--; mqueue.head = mqueue.head->next; free(pointer->message); free(pointer); pointer = mqueue.head; count++; } printf("Sending %s\n", pointer->message); int fd; fd = open(pointer->message, O_RDONLY); printf("This is fd %d\n", fd); printf("I am hhere2\n"); char buf[58368]; int bytesRead; bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); close(fd); mqueue.mcount--; if(mqueue.head != mqueue.tail){ mqueue.head = mqueue.head->next; } else{ mqueue.head->next = malloc(sizeof(struct message)); mqueue.head = mqueue.head->next; mqueue.head->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.head->next; mqueue.head->message = NULL; } free(pointer->message); free(pointer); pthread_mutex_unlock(&numm); pthread_mutex_unlock(&circ); pthread_mutex_unlock(&slots); The messages for both threads are the same, being of the form ./path/imageXX.ppm where XX is the number that should go to the client. The file size of each image is 58368 bytes. Sometimes, this code hangs on the read, and stops execution. I don't know this would be either, because the file descriptor comes back as valid. Thanks in advanced. Edit: Here's some sample output: Sending to client a: ./support/images/sw90.ppm This is fd 4 Error: : Socket operation on non-socket Sending to client a: ./support/images/sw91.ppm This is fd 4 Error: : Socket operation on non-socket Sending ./support/images/sw92.ppm This is fd 4 I am hhere2 Error: : Socket operation on non-socket My dispatcher has defeated evil Sample with 2 clients (client b was serviced first) Sending to client b: ./support/images/sw87.ppm This is fd 6 Error: : Success Sending to client b: ./support/images/sw88.ppm This is fd 6 Error: : Success Sending to client b: ./support/images/sw89.ppm This is fd 6 Error: : Success This is fd 6 Error: : Bad file descriptor Sending to client a: ./support/images/sw85.ppm This is fd 6 Error: As you can see, who ever is serviced first in this instance can open the files, but not the 2nd person. Edit2: Full code. Sorry, its pretty long and terribly formatted. #include <netinet/in.h> #include <netinet/in.h> #include <netdb.h> #include <arpa/inet.h> #include <sys/types.h> #include <sys/socket.h> #include <errno.h> #include <stdio.h> #include <unistd.h> #include <pthread.h> #include <stdlib.h> #include <string.h> #include <sys/types.h> #include <sys/stat.h> #include <fcntl.h> #include "ring.h" /* Version 1 Here is what is implemented so far: The threads are created from the arguments specified (number of threads that is) The server will lock and update variables based on how many clients are in the system and such. The socket that is opened when a new client connects, must be passed to the threads. To do this, we need some sort of global array. I did this by specifying an int client and main_pool_busy, and two pointers poolsockets and nonpoolsockets. My thinking on this was that when a new client enters the system, the server thread increments the variable client. When a thread is finished with this client (after it sends it the data), the thread will decrement client and close the socket. HTTP servers act this way sometimes (they terminate the socket as soon as one transmission is sent). *Note down at bottom After the server portion increments the client counter, we must open up a new socket (denoted by new_sd) and get this value to the appropriate thread. To do this, I created global array poolsockets, which will hold all the socket descriptors for our pooled threads. The server portion gets the new socket descriptor, and places the value in the first spot of the array that has a 0. We only place a value in this array IF: 1. The variable main_pool_busy < worknum (If we have more clients in the system than in our pool, it doesn't mean we should always create a new thread. At the end of this, the server signals on the condition variable clientin that a new client has arrived. In our pooled thread, we then must walk this array and check the array until we hit our first non-zero value. This is the socket we will give to that thread. The thread then changes the array to have a zero here. What if our all threads in our pool our busy? If this is the case, then we will know it because our threads in this pool will increment main_pool_busy by one when they are working on a request and decrement it when they are done. If main_pool_busy >= worknum, then we must dynamically create a new thread. Then, we must realloc the size of our nonpoolsockets array by 1 int. We then add the new socket descriptor to our pool. Here's what we need to figure out: NOTE* Each worker should generate 100 messages which specify the worker thread ID, client socket descriptor and a copy of the client message. Additionally, each message should include a message number, starting from 0 and incrementing for each subsequent message sent to the same client. I don't know how to keep track of how many messages were to the same client. Maybe we shouldn't close the socket descriptor, but rather keep an array of structs for each socket that includes how many messages they have been sent. Then, the server adds the struct, the threads remove it, then the threads add it back once they've serviced one request (unless the count is 100). ------------------------------------------------------------- CHANGES Version 1 ---------- NONE: this is the first version. */ #define MAXSLOTS 30 #define dis_m 15 //problems with dis_m ==1 //Function prototypes void inc_clients(); void init_mutex_stuff(pthread_t*, pthread_t*); void *threadpool(void *); void server(int); void add_to_socket_pool(int); void inc_busy(); void dec_busy(); void *dispatcher(); void create_message(long, int, int, char *, char *); void init_ring(); void add_to_ring(char *, char *, int, int, int); int socket_from_string(char *); void add_to_head(char *); void add_to_tail(char *); struct message * reorder(struct message *, struct message *, int); int get_threadid(char *); void delete_socket_messages(int); struct message * merge(struct message *, struct message *, int); int get_request(char *, char *, char*); ///////////////////// //Global mutexes and condition variables pthread_mutex_t startservice; pthread_mutex_t numclients; pthread_mutex_t pool_sockets; pthread_mutex_t nonpool_sockets; pthread_mutex_t m_pool_busy; pthread_mutex_t slots; pthread_mutex_t numm; pthread_mutex_t circ; pthread_cond_t clientin; pthread_cond_t m; /////////////////////////////////////// //Global variables int clients; int main_pool_busy; int * poolsockets, nonpoolsockets; int worknum; struct ring mqueue; /////////////////////////////////////// int main(int argc, char ** argv){ //error handling if not enough arguments to program if(argc != 3){ printf("Not enough arguments to server: ./server portnum NumThreadsinPool\n"); _exit(-1); } //Convert arguments from strings to integer values int port = atoi(argv[1]); worknum = atoi(argv[2]); //Start server portion server(port); } /////////////////////////////////////////////////////////////////////////////////////////////// //The listen server thread///////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////// void server(int port){ int sd, new_sd; struct sockaddr_in name, cli_name; int sock_opt_val = 1; int cli_len; pthread_t threads[worknum]; //create our pthread id array pthread_t dis[1]; //create our dispatcher array (necessary to create thread) init_mutex_stuff(threads, dis); //initialize mutexes and stuff //Server setup /////////////////////////////////////////////////////// if ((sd = socket (AF_INET, SOCK_STREAM, 0)) < 0) { perror("(servConn): socket() error"); _exit (-1); } if (setsockopt (sd, SOL_SOCKET, SO_REUSEADDR, (char *) &sock_opt_val, sizeof(sock_opt_val)) < 0) { perror ("(servConn): Failed to set SO_REUSEADDR on INET socket"); _exit (-1); } name.sin_family = AF_INET; name.sin_port = htons (port); name.sin_addr.s_addr = htonl(INADDR_ANY); if (bind (sd, (struct sockaddr *)&name, sizeof(name)) < 0) { perror ("(servConn): bind() error"); _exit (-1); } listen (sd, 5); //End of server Setup ////////////////////////////////////////////////// for (;;) { cli_len = sizeof (cli_name); new_sd = accept (sd, (struct sockaddr *) &cli_name, &cli_len); printf ("Assigning new socket descriptor: %d\n", new_sd); inc_clients(); //New client has come in, increment clients add_to_socket_pool(new_sd); //Add client to the pool of sockets if (new_sd < 0) { perror ("(servConn): accept() error"); _exit (-1); } } pthread_exit(NULL); //Quit } //Adds the new socket to the array designated for pthreads in the pool void add_to_socket_pool(int socket){ pthread_mutex_lock(&m_pool_busy); //Lock so that we can check main_pool_busy int i; //If not all our main pool is busy, then allocate to one of them if(main_pool_busy < worknum){ pthread_mutex_unlock(&m_pool_busy); //unlock busy, we no longer need to hold it pthread_mutex_lock(&pool_sockets); //Lock the socket pool array so that we can edit it without worry for(i = 0; i < worknum; i++){ //Find a poolsocket that is -1; then we should put the real socket there. This value will be changed back to -1 when the thread grabs the sockfd if(poolsockets[i] == -1){ poolsockets[i] = socket; pthread_mutex_unlock(&pool_sockets); //unlock our pool array, we don't need it anymore inc_busy(); //Incrememnt busy (locks the mutex itself) pthread_cond_signal(&clientin); //Signal first thread waiting on a client that a client needs to be serviced break; } } } else{ //Dynamic thread creation goes here pthread_mutex_unlock(&m_pool_busy); } } //Increments the client number. If client number goes over worknum, we must dynamically create new pthreads void inc_clients(){ pthread_mutex_lock(&numclients); clients++; pthread_mutex_unlock(&numclients); } //Increments busy void inc_busy(){ pthread_mutex_lock(&m_pool_busy); main_pool_busy++; pthread_mutex_unlock(&m_pool_busy); } //Initialize all of our mutexes at the beginning and create our pthreads void init_mutex_stuff(pthread_t * threads, pthread_t * dis){ pthread_mutex_init(&startservice, NULL); pthread_mutex_init(&numclients, NULL); pthread_mutex_init(&pool_sockets, NULL); pthread_mutex_init(&nonpool_sockets, NULL); pthread_mutex_init(&m_pool_busy, NULL); pthread_mutex_init(&circ, NULL); pthread_cond_init (&clientin, NULL); main_pool_busy = 0; poolsockets = malloc(sizeof(int)*worknum); int threadreturn; //error checking variables long i = 0; //Loop and create pthreads for(i; i < worknum; i++){ threadreturn = pthread_create(&threads[i], NULL, threadpool, (void *) i); poolsockets[i] = -1; if(threadreturn){ perror("Thread pool created unsuccessfully"); _exit(-1); } } pthread_create(&dis[0], NULL, dispatcher, NULL); } ////////////////////////////////////////////////////////////////////////////////////////// /////////Main pool routines ///////////////////////////////////////////////////////////////////////////////////////// void dec_busy(){ pthread_mutex_lock(&m_pool_busy); main_pool_busy--; pthread_mutex_unlock(&m_pool_busy); } void dec_clients(){ pthread_mutex_lock(&numclients); clients--; pthread_mutex_unlock(&numclients); } //This is what our threadpool pthreads will be running. void *threadpool(void * threadid){ long id = (long) threadid; //Id of this thread int i; int socket; int counter = 0; //Try and gain access to the next client that comes in and wait until server signals that a client as arrived while(1){ pthread_mutex_lock(&startservice); //lock start service (required for cond wait) pthread_cond_wait(&clientin, &startservice); //wait for signal from server that client exists pthread_mutex_unlock(&startservice); //unlock mutex. pthread_mutex_lock(&pool_sockets); //Lock the pool socket so we can get the socket fd unhindered/interrupted for(i = 0; i < worknum; i++){ if(poolsockets[i] != -1){ socket = poolsockets[i]; poolsockets[i] = -1; pthread_mutex_unlock(&pool_sockets); } } printf("Thread #%d is past getting the socket\n", id); int incoming = 1; while(counter < 100 && incoming != 0){ char buffer[512]; bzero(buffer,512); int startcounter = 0; incoming = read(socket, buffer, 512); if(buffer[0] != 0){ //client ID:priority:request:arguments char id[100]; long prior; char request[100]; char arg1[100]; char message[100]; char arg2[100]; char * point; point = strtok(buffer, ":"); strcpy(id, point); point = strtok(NULL, ":"); prior = atoi(point); point = strtok(NULL, ":"); strcpy(request, point); point = strtok(NULL, ":"); strcpy(arg1, point); point = strtok(NULL, ":"); if(point != NULL){ strcpy(arg2, point); } int fd; if(strcmp(request, "start_movie") == 0){ int count = 1; while(count <= 100){ char temp[10]; snprintf(temp, 50, "%d\0", count); strcpy(message, "./support/images/"); strcat(message, arg1); strcat(message, temp); strcat(message, ".ppm"); printf("This is message %s to %s\n", message, id); count++; add_to_ring(message, id, prior, counter, socket); //Adds our created message to the ring counter++; } printf("I'm out of the loop\n"); } else if(strcmp(request, "seek_movie") == 0){ int count = atoi(arg2); while(count <= 100){ char temp[10]; snprintf(temp, 10, "%d\0", count); strcpy(message, "./support/images/"); strcat(message, arg1); strcat(message, temp); strcat(message, ".ppm"); printf("This is message %s\n", message); count++; } } //create_message(id, socket, counter, buffer, message); //Creates our message from the input from the client. Stores it in buffer } else{ delete_socket_messages(socket); break; } } counter = 0; close(socket);//Zero out counter again } dec_clients(); //client serviced, decrement clients dec_busy(); //thread finished, decrement busy } //Creates a message void create_message(long threadid, int socket, int counter, char * buffer, char * message){ snprintf(message, strlen(buffer)+15, "%d:%d:%d:%s", threadid, socket, counter, buffer); } //Gets the socket from the message string (maybe I should just pass in the socket to another method) int socket_from_string(char * message){ char * substr1 = strstr(message, ":"); char * substr2 = substr1; substr2++; int occurance = strcspn(substr2, ":"); char sock[10]; strncpy(sock, substr2, occurance); return atoi(sock); } //Adds message to our ring buffer's head void add_to_head(char * message){ printf("Adding to head of ring\n"); mqueue.head->message = malloc(strlen(message)+1); //Allocate space for message strcpy(mqueue.head->message, message); //copy bytes into allocated space } //Adds our message to our ring buffer's tail void add_to_tail(char * message){ printf("Adding to tail of ring\n"); mqueue.tail->message = malloc(strlen(message)+1); //allocate space for message strcpy(mqueue.tail->message, message); //copy bytes into allocated space mqueue.tail->next = malloc(sizeof(struct message)); //allocate space for the next message struct } //Adds a message to our ring void add_to_ring(char * message, char * id, int prior, int mnum, int socket){ //printf("This is message %s:" , message); pthread_mutex_lock(&circ); //Lock the ring buffer pthread_mutex_lock(&numm); //Lock the message count (will need this to make sure we can't fill the buffer over the max slots) if(mqueue.head->message == NULL){ add_to_head(message); //Adds it to head mqueue.head->socket = socket; //Set message socket mqueue.head->priority = prior; //Set its priority (thread id) mqueue.head->mnum = mnum; //Set its message number (used for sorting) mqueue.head->id = malloc(sizeof(id)); strcpy(mqueue.head->id, id); } else if(mqueue.tail->message == NULL){ //This is the problem for dis_m 1 I'm pretty sure add_to_tail(message); mqueue.tail->socket = socket; mqueue.tail->priority = prior; mqueue.tail->mnum = mnum; mqueue.tail->id = malloc(sizeof(id)); strcpy(mqueue.tail->id, id); } else{ mqueue.tail->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.tail->next; add_to_tail(message); mqueue.tail->socket = socket; mqueue.tail->priority = prior; mqueue.tail->mnum = mnum; mqueue.tail->id = malloc(sizeof(id)); strcpy(mqueue.tail->id, id); } mqueue.mcount++; pthread_mutex_unlock(&circ); if(mqueue.mcount >= dis_m){ pthread_mutex_unlock(&numm); pthread_cond_signal(&m); } else{ pthread_mutex_unlock(&numm); } printf("out of add to ring\n"); fflush(stdout); } ////////////////////////////////// //Dispatcher routines ///////////////////////////////// void *dispatcher(){ init_ring(); while(1){ pthread_mutex_lock(&slots); pthread_cond_wait(&m, &slots); pthread_mutex_lock(&numm); pthread_mutex_lock(&circ); printf("Dispatcher to the rescue!\n"); mqueue.head = reorder(mqueue.head, mqueue.tail, mqueue.mcount); //printf("This is the head %s\n", mqueue.head->message); //printf("This is the tail %s\n", mqueue.head->message); fflush(stdout); struct message * pointer = mqueue.head; int count = 0; while(mqueue.head != mqueue.tail && count < dis_m){ printf("Sending to client %s: %s\n", pointer->id, pointer->message); int fd; fd = open(pointer->message, O_RDONLY); char buf[58368]; int bytesRead; printf("This is fd %d\n", fd); bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); fflush(stdout); close(fd); mqueue.mcount--; mqueue.head = mqueue.head->next; free(pointer->message); free(pointer); pointer = mqueue.head; count++; } printf("Sending %s\n", pointer->message); int fd; fd = open(pointer->message, O_RDONLY); printf("This is fd %d\n", fd); printf("I am hhere2\n"); char buf[58368]; int bytesRead; bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); close(fd); mqueue.mcount--; if(mqueue.head != mqueue.tail){ mqueue.head = mqueue.head->next; } else{ mqueue.head->next = malloc(sizeof(struct message)); mqueue.head = mqueue.head->next; mqueue.head->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.head->next; mqueue.head->message = NULL; } free(pointer->message); free(pointer); pthread_mutex_unlock(&numm); pthread_mutex_unlock(&circ); pthread_mutex_unlock(&slots); printf("My dispatcher has defeated evil\n"); } } void init_ring(){ mqueue.head = malloc(sizeof(struct message)); mqueue.head->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.head->next; mqueue.mcount = 0; } struct message * reorder(struct message * begin, struct message * end, int num){ //printf("I am reordering for size %d\n", num); fflush(stdout); int i; if(num == 1){ //printf("Begin: %s\n", begin->message); begin->next = NULL; return begin; } else{ struct message * left = begin; struct message * right; int middle = num/2; for(i = 1; i < middle; i++){ left = left->next; } right = left -> next; left -> next = NULL; //printf("Begin: %s\nLeft: %s\nright: %s\nend:%s\n", begin->message, left->message, right->message, end->message); left = reorder(begin, left, middle); if(num%2 != 0){ right = reorder(right, end, middle+1); } else{ right = reorder(right, end, middle); } return merge(left, right, num); } } struct message * merge(struct message * left, struct message * right, int num){ //printf("I am merginging! left: %s %d, right: %s %dnum: %d\n", left->message,left->priority, right->message, right->priority, num); struct message * start, * point; int lenL= 0; int lenR = 0; int flagL = 0; int flagR = 0; int count = 0; int middle1 = num/2; int middle2; if(num%2 != 0){ middle2 = middle1+1; } else{ middle2 = middle1; } while(lenL < middle1 && lenR < middle2){ count++; //printf("In here for count %d\n", count); if(lenL == 0 && lenR == 0){ if(left->priority < right->priority){ start = left; //Set the start point point = left; //set our enum; left = left->next; //move the left pointer point->next = NULL; //Set the next node to NULL lenL++; } else if(left->priority > right->priority){ start = right; point = right; right = right->next; point->next = NULL; lenR++; } else{ if(left->mnum < right->mnum){ ////printf("This is where we are\n"); start = left; //Set the start point point = left; //set our enum; left = left->next; //move the left pointer point->next = NULL; //Set the next node to NULL lenL++; } else{ start = right; point = right; right = right->next; point->next = NULL; lenR++; } } } else{ if(left->priority < right->priority){ point->next = left; left = left->next; //move the left pointer point = point->next; point->next = NULL; //Set the next node to NULL lenL++; } else if(left->priority > right->priority){ point->next = right; right = right->next; point = point->next; point->next = NULL; lenR++; } else{ if(left->mnum < right->mnum){ point->next = left; //set our enum; left = left->next; point = point->next;//move the left pointer point->next = NULL; //Set the next node to NULL lenL++; } else{ point->next = right; right = right->next; point = point->next; point->next = NULL; lenR++; } } } if(lenL == middle1){ flagL = 1; break; } if(lenR == middle2){ flagR = 1; break; } } if(flagL == 1){ point->next = right; point = point->next; for(lenR; lenR< middle2-1; lenR++){ point = point->next; } point->next = NULL; mqueue.tail = point; } else{ point->next = left; point = point->next; for(lenL; lenL< middle1-1; lenL++){ point = point->next; } point->next = NULL; mqueue.tail = point; } //printf("This is the start %s\n", start->message); //printf("This is mqueue.tail %s\n", mqueue.tail->message); return start; } void delete_socket_messages(int a){ }

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  • Does unboxing just return a pointer to the value within the boxed object on the heap?

    - by Charles
    I this MSDN Magazine article, the author states (emphasis mine): Note that boxing always creates a new object and copies the unboxed value's bits to the object. On the other hand, unboxing simply returns a pointer to the data within a boxed object: no memory copy occurs. However, it is commonly the case that your code will cause the data pointed to by the unboxed reference to be copied anyway. I'm confused by the sentence I've bolded and the sentence that follows it. From everything else I've read, including this MSDN page, I've never before heard that unboxing just returns a pointer to the value on the heap. I was under the impression that unboxing would result in you having a variable containing a copy of the value on the stack, just as you began with. After all, if my variable contains "a pointer to the value on the heap", then I haven't got a value type, I've got a pointer. Can someone explain what this means? Was the author on crack? (There is at least one other glaring error in the article). And if this is true, what are the cases where "your code will cause the data pointed to by the unboxed reference to be copied anyway"? I just noticed that the article is nearly 10 years old, so maybe this is something that changed very early on in the life of .Net.

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  • Sending typedef struct containing void* by creating MPI drived datatype.

    - by hankol
    what I understand studying MPI specification is that an MPI send primitive refer to a memory location (or a send buffer) pointed by the data to be sent and take the data in that location which then passed as a message to the another Process. Though it is true that virtual address of a give process will be meaningless in another process memory address; It is ok to send data pointed by pointer such as void pointer as MPI will any way pass the data itself as a message For example the following works correctly: // Sender Side. int x = 100; void* snd; MPI_Send(snd,4,MPI_BYTE,1,0,MPI_COMM_WORLD); // Receiver Side. void* rcv; MPI_Recv(rcv, 4,MPI_BYTE,0,0,MPI_COMM_WORLD); but when I add void* snd in a struct and try to send the struct this will no succeed. I don't understand why the previous example work correctly but not the following. Here, I have defined a typedef struct and then create an MPI_DataType from it. With the same explanation of the above the following should also have succeed, unfortunately it is not working. here is the code: #include "mpi.h" #include<stdio.h> int main(int args, char *argv[]) { int rank, source =0, tag=1, dest=1; int bloackCount[2]; MPI_Init(&args, &argv); typedef struct { void* data; int tag; } data; data myData; MPI_Datatype structType, oldType[2]; MPI_Status stat; /* MPI_Aint type used to idetify byte displacement of each block (array)*/ MPI_Aint offsets[2], extent; MPI_Comm_rank(MPI_COMM_WORLD, &rank); offsets[0] = 0; oldType[0] = MPI_BYTE; bloackCount[0] = 1; MPI_Type_extent(MPI_INT, &extent); offsets[1] = 4 * extent; /*let say the MPI_BYTE will contain ineteger : size of int * extent */ oldType[1] = MPI_INT; bloackCount[1] = 1; MPI_Type_create_struct(2, bloackCount,offsets,oldType, &structType); MPI_Type_commit(&structType); if(rank == 0){ int x = 100; myData.data = &x; myData.tag = 99; MPI_Send(&myData,1,structType, dest, tag, MPI_COMM_WORLD); } if(rank == 1 ){ MPI_Recv(&myData, 1, structType, source, tag, MPI_COMM_WORLD, &stat); // with out this the following printf() will properly print the value 99 for // myData.tag int x = *(int *) myData.data; printf(" \n Process %d, Received : %d , %d \n\n", rank , myData.tag, x); } MPI_Type_free(&structType); MPI_Finalize(); } Error message running the code: [Looks like I am trying to access an invalid memory address space in the second process] [ubuntu:04123] *** Process received signal *** [ubuntu:04123] Signal: Segmentation fault (11) [ubuntu:04123] Signal code: Address not mapped (1) [ubuntu:04123] Failing at address: 0xbfe008bc [ubuntu:04123] [ 0] [0xb778240c] [ubuntu:04123] [ 1] GenericstructType(main+0x161) [0x8048935] [ubuntu:04123] [ 2] /lib/i386-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0xb750f4d3] [ubuntu:04123] [ 3] GenericstructType() [0x8048741] [ubuntu:04123] *** End of error message *** Can some please explain to me why it is not working. any advice will also be appreciated thanks,

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  • How does void QTableWidget::setItemPrototype ( const QTableWidgetItem * item ) clones objects?

    - by chappar
    QTableWidget::setItemPrototype says following. "The table widget will use the item prototype clone function when it needs to create a new table item. For example when the user is editing in an empty cell. This is useful when you have a QTableWidgetItem subclass and want to make sure that QTableWidget creates instances of your subclass." How does this actually work as you can pass any of the QTableWidgetItem subclass pointer to setItemPrototype and at run time there is no way you can get the size of an object having just pointer to it?

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  • The mouse pointer in my Ubuntu VM has turned into a little hand with a document, and clicks are igno

    - by Daryl Spitzer
    The mouse pointer in my Ubuntu 8.04.3 LTS VM (running in VMware Fusion) has changed into a little hand holding a document. It doesn't show up in screen-shots. All mouse clicks (left or right) are ignored. But I can still type in the one Terminal window I have open. (And commands work fine.) I wonder if I'm in some kind of drag-and-drop mode. How do I get out of this? Update: Rebooting (from the command-line) worked. Ubuntu came up with the regular mouse-pointer.

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  • Any pitfalls using char* instead of void* when writing cross platform code?

    - by UberMongoose
    Is there any pitfalls when using char*'s to write cross platform code that does memory access? I'm working on a play memory allocator to better understand how to debug memmory issues. I have come to believe char*'s are preferable because of the ability to do pointer arithmetic and derefernce them over void*'s, is that true? Do the following assumptions always hold true on different common platforms? sizeof(char) == 1 sizeof(char*) == sizeof(void*) sizeof(char*) == sizeof(size_t)

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  • How to take input for a character pointer without using fget?

    - by ashish yadav
    consider the code #include<stdio.h> int main() { char* a; scanf("%s",a);//&a and &a[0] give same results-crashes printf("%s",); return 0; } why does this code results in crashing?whereas this code using character array works fine? #include<stdio.h> int main() { char a[100]; scanf("%s",&a[0]);//works fine printf("%s",a); return 0; } the difference being character array and pointer?but i knew that pointer just points to the first element that is &a[0] should work fine but upper code crashes for all three that is a,&a and &a[0]? the main thing i would to gather is how can i take input of a character pointer if i insist on using scanf only? i apologize if i am not clear. thanks in advance:)

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  • Why we used double pointer in objective-C or C language?

    - by Rajendra Bhole
    Hi, I confused when i want to take single pointer and when should i take double pointer? In following structure what exactly did? struct objc_class { Class isa; Class super_class; const char *name; long version; long info; long instance_size; struct objc_ivar_list *ivars; struct objc_method_list **methodLists; struct objc_cache *cache; struct objc_protocol_list *protocols; }; Why we use the "**methodLists" double pointer?

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  • How do I marshal a pointer to an array of pointers to structures?

    - by Daniel Stutzbach
    I have a C function with the following signature: int my_function(int n, struct player **players) players is a pointer to an array of pointers to struct player objects. n is the number of pointers in the array. The function does not modify the array nor the contents of the structures, and it does not retain any pointers after returning. I tried the following: [DllImport("mylibary.dll")] static extern int my_function(int n, [In, MarshalAs(UnmanagedType.LPArray, SizeParamIndex = 0)] player_in []players); However, that marshals the data as a pointer to an array of structures, not a pointer to an array of pointers to structures.

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  • NSArray : release its objects, but keep a pointer to it.

    - by Leo
    Hello, I declare an NSArray in my code then building the array from another array. I process my NSArray and when I'm finished, I would like to release the objects, but I'm reusing this pointer to NSAarray again later to do the same process (creating the array from another array, process then releasing).. So I need to keep the pointer. What should I do ? Here is roughly what I want to do, the buildArray is creating and returning an autoreleased NSArray : NSArray *myArray; for (int i = 0, i < 10, i++){ [myArray arrayWithArray:[self buildArray]]; // Here I process myArray [myArray = nil] // is my guess } I need to keep a pointer to my NSArray, in order to reuse later in the loop, but what is happening to the objects created with [self buildArray]? What is the best to do in order not to keep unused object and arrays ? Or maybe the best solution is simply to removeAllObject of the array..? Thank you!

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  • Is there a way to have a bit bucket pointer? (C/C++)

    - by Crazy Chenz
    Is there a way to have a bit bucket pointer? A lot of IO (specifically input related) system calls return data to a buffer of a specific size. Is there a trick or way to make a sorta bit bucket pointer, so I can accept any amount of data that will be thrown away. Doing something like "char tmp[INT_MAX]" is crazy. The behavior I am looking for is something like /dev/null, only in a pointer world. Not to hopeful on this.... just curious. Thanks, Chenz UPDATE: Perhaps mmap-ing /dev/null. Forgot about that when I asked the question.

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  • What is better: to delete pointer or set it with a new value?

    - by user63898
    Hi simple question in c++ , say i have a loop and i have function that returns pointer to item so i have to define inner loop pointer so my question is what to do with the pointer inside the loop , delete it ? or to set it with new value is good for example: for(int i =0;i<count();i++) { ptrTmp* ptr = getItemPtr(); // do somthing with the ptr ... // what to do here ? to delete the poinetr or not? delete ptr; // ?? }

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  • Space invaders clone not moving properly

    - by ThePlan
    I'm trying to make a basic space invaders clone in allegro 5, I've got my game set up, basic events and such, here is the code: #include <allegro5/allegro.h> #include <allegro5/allegro_image.h> #include <allegro5/allegro_primitives.h> #include <allegro5/allegro_font.h> #include <allegro5/allegro_ttf.h> #include "Entity.h" // GLOBALS ========================================== const int width = 500; const int height = 500; const int imgsize = 3; bool key[5] = {false, false, false, false, false}; bool running = true; bool draw = true; // FUNCTIONS ======================================== void initSpaceship(Spaceship &ship); void moveSpaceshipRight(Spaceship &ship); void moveSpaceshipLeft(Spaceship &ship); void initInvader(Invader &invader); void moveInvaderRight(Invader &invader); void moveInvaderLeft(Invader &invader); void initBullet(Bullet &bullet); void fireBullet(); void doCollision(); void updateInvaders(); void drawText(); enum key_t { UP, DOWN, LEFT, RIGHT, SPACE }; enum source_t { INVADER, DEFENDER }; int main(void) { if(!al_init()) { return -1; } Spaceship ship; Invader invader; Bullet bullet; al_init_image_addon(); al_install_keyboard(); al_init_font_addon(); al_init_ttf_addon(); ALLEGRO_DISPLAY *display = al_create_display(width, height); ALLEGRO_EVENT_QUEUE *event_queue = al_create_event_queue(); ALLEGRO_TIMER *timer = al_create_timer(1.0 / 60); ALLEGRO_BITMAP *images[imgsize]; ALLEGRO_FONT *font1 = al_load_font("arial.ttf", 20, 0); al_register_event_source(event_queue, al_get_keyboard_event_source()); al_register_event_source(event_queue, al_get_display_event_source(display)); al_register_event_source(event_queue, al_get_timer_event_source(timer)); images[0] = al_load_bitmap("defender.bmp"); images[1] = al_load_bitmap("invader.bmp"); images[2] = al_load_bitmap("explosion.bmp"); al_convert_mask_to_alpha(images[0], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[1], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[2], al_map_rgb(0, 0, 0)); initSpaceship(ship); initBullet(bullet); initInvader(invader); al_start_timer(timer); while(running) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_TIMER) { draw = true; if(key[RIGHT] == true) moveSpaceshipRight(ship); if(key[LEFT] == true) moveSpaceshipLeft(ship); } else if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false; else if(ev.type == ALLEGRO_EVENT_KEY_DOWN) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: running = false; break; case ALLEGRO_KEY_LEFT: key[LEFT] = true; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = true; break; case ALLEGRO_KEY_SPACE: key[SPACE] = true; break; } } else if(ev.type == ALLEGRO_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_LEFT: key[LEFT] = false; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = false; break; case ALLEGRO_KEY_SPACE: key[SPACE] = false; break; } } if(draw && al_is_event_queue_empty(event_queue)) { draw = false; al_draw_bitmap(images[0], ship.pos_x, ship.pos_y, 0); al_flip_display(); al_clear_to_color(al_map_rgb(0, 0, 0)); } } al_destroy_font(font1); al_destroy_event_queue(event_queue); al_destroy_timer(timer); for(int i = 0; i < imgsize; i++) al_destroy_bitmap(images[i]); al_destroy_display(display); } // FUNCTION LOGIC ====================================== void initSpaceship(Spaceship &ship) { ship.lives = 3; ship.speed = 2; ship.pos_x = width / 2; ship.pos_y = height - 20; } void initInvader(Invader &invader) { invader.health = 100; invader.count = 40; invader.speed = 0.5; invader.pos_x = 300; invader.pos_y = 300; } void initBullet(Bullet &bullet) { bullet.speed = 10; } void moveSpaceshipRight(Spaceship &ship) { ship.pos_x += ship.speed; if(ship.pos_x >= width) ship.pos_x = width-30; } void moveSpaceshipLeft(Spaceship &ship) { ship.pos_x -= ship.speed; if(ship.pos_x <= 0) ship.pos_x = 0+30; } However it's not behaving the way I want it to behave, in fact the behavior for the ship movement is un-normal. Basically I specified that the ship only moves when the right/left key is down, however the ship is moving constantly to the direction of the key pressed, it never stops although it should only move while my key is down. Even more weird behavior, when I press the opposite key the ship completely stops no matter what else I press. What's wrong with the code? Why does the ship move constantly even after I specified it only moves when a key is down?

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  • How to send a direccion to the void using the Hosts file and without using 127.0.0.1?

    - by magallanes
    I have some name address that i want to send straight to the void using the HOSTS file but i don't want to use the 127.0.0.1. How can i do that?. Why?, I want to speed up some proccess but 127.0.0.1 is serving a webserver, so if i use 127.0.0.1 then this process will call my webserver, consuming resources and may be delaying the process. Right now, i am using 0.0.0.0 instead of 127.0.0.1 but i am not sure if it is correct. 0.0.0.0 crl.microsoft.com

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  • Touchpad not working on an Acer One 725

    - by big-marc
    I installed ubuntu on a usb drive on a acer one 725, and cannot seem to be able to make the touchpad work....here is what i have xinpbig-marc@Big-Marc:~$ xinput --list ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? Logitech USB Optical Mouse id=10 [slave pointer (2)] ? ? ETPS/2 Elantech Touchpad id=13 [slave pointer (2)] any can help me out....

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  • Multiple constructors in C

    - by meepz
    Hello, I am making a string class in C as a homework and I was wondering how I can make multiple constructors with the same name given the parameter. The commented out area is what I tried to do with results from a few searches but that gives me errors. Pretty much I have some cases where I want to create my new string without any parameter then in other cases create a string with a pointer to character. Here is mystring.h #include <stdio.h> #include <stdlib.h> typedef struct mystring { char * c; int length; int (*sLength)(void * s); char (*charAt)(void * s, int i); int (*compareTo)(void * s1, void * s2); struct mystring * (*concat)(void * s1, void * s2); struct mystring * (*subString)(void * s, int begin, int end); void (*printS)(void * s); } string_t; typedef string_t * String; String newString(char * c); String newString2(); int slength(void * s); char charat(void * S, int i); int compareto(void * s1, void * s2); String concat(void * s1, void * s2); String substring(void * S, int begin, int end); void printstring(void * s); And here is mystring.c #include "mystring.h" String newString(){ } String newString(char * input){ //String newString::newString(char * input) { String s; s = (string_t *) malloc(sizeof(string_t)); s->c = (char *) malloc(sizeof(char) * 20); int i = 0; if (input == NULL){ s->c[0] = '\0'; return s; } while (input[i] != '\0') { s->c[i] = input[i]; i++; } //functions s->sLength = slength; s->charAt = charat; s->compareTo = compareto; s->concat = concat; s->subString = substring; s->printS = printstring; return s; }

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  • Linked List Design

    - by Jim Scott
    The other day in a local .NET group I attend the following question came up: "Is it a valid interview question to ask about Linked Lists when hiring someone for a .NET development position?" Not having a computer sciense degree and being a self taught developer my response was that I did not feel it was appropriate as I in 5 years of developer with .NET had never been exposed to linked lists and did not hear any compeling reason for a use for one. However the person commented that it is a very common interview question so I decided when I left that I would do some reasearch on linked lists and see what I might be missing. I have read a number of posts on stack overflow and various google searches and decided the best way to learn about them was to write my own .NET classes to see how they worked from the inside out. Here is my class structure Single Linked List Constructor public SingleLinkedList(object value) Public Properties public bool IsTail public bool IsHead public object Value public int Index public int Count private fields not exposed to a property private SingleNode firstNode; private SingleNode lastNode; private SingleNode currentNode; Methods public void MoveToFirst() public void MoveToLast() public void Next() public void MoveTo(int index) public void Add(object value) public void InsertAt(int index, object value) public void Remove(object value) public void RemoveAt(int index) Questions I have: What are typical methods you would expect in a linked list? What is typical behaviour when adding new records? For example if I have 4 nodes and I am currently positioned in the second node and perform Add() should it be added after or before the current node? Or should it be added to the end of the list? Some of the designs I have seen explaining things seem to expose outside of the LinkedList class the Node object. In my design you simply add, get, remove values and know nothing about any node object. Should the Head and Tail be placeholder objects that are only used to define the head/tail of the list? I require my Linked List be instantiated with a value which creates the first node of the list which is essentially the head and tail of the list. Would you change that ? What should the rules be when it comes to removing nodes. Should someone be able to remove all nodes? Here is my Double Linked List Constructor public DoubleLinkedList(object value) Properties public bool IsHead public bool IsTail public object Value public int Index public int Count Private fields not exposed via property private DoubleNode currentNode; Methods public void AddFirst(object value) public void AddLast(object value) public void AddBefore(object existingValue, object value) public void AddAfter(object existingValue, object value) public void Add(int index, object value) public void Add(object value) public void Remove(int index) public void Next() public void Previous() public void MoveTo(int index)

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  • Explain this C# code: byte* p = (byte*) (void*) Scan0;

    - by qulzam
    I found the code from the net in which i cant understand this line:- byte* p = (byte*)(void*)Scan0; There Scan0 is System.IntPtr. It is code of C#.Net. Plz Explain the above line. The complete code is given below. this is code to convert a image in grayscale. public static Image GrayScale(Bitmap b) { BitmapData bmData = b.LockBits(new Rectangle(0, 0, b.Width, b.Height), ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb); int stride = bmData.Stride; System.IntPtr Scan0 = bmData.Scan0; unsafe { byte* p = (byte*)(void*)Scan0; int nOffset = stride - b.Width * 3; byte red, green, blue; for (int y = 0; y < b.Height; ++y) { for (int x = 0; x < b.Width; ++x) { blue = p[0]; green = p[1]; red = p[2]; p[0] = p[1] = p[2] = (byte)(.299 * red + .587 * green + .114 * blue); p += 3; } p += nOffset; } } b.UnlockBits(bmData); return (Image)b; } I understand all the code but only have the problem on this line. byte* p = (byte*)(void*)Scan0;

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  • Cursor (touchpad) moves and clicks erratically

    - by James Wood
    Sometimes (usually after two-finger scrolling) the touchpad on my Asus X54C becomes unresponsive and the cursor begins to click and move small distances. Clicking seems to happen more often than moving. Unlike with other similar problems, I've never seen the cursor move to (0, 0). Suspending (closing the lid) and unsuspending doesn't help, and neither does moving to a tty and back or rebooting. I've also tried disabling the touchpad via Fn+F9. That tends to take a long time, but doesn't have any effect. I'm on 13.10 at the moment, but I remember it happening on 13.04 as well. Here's the pointer section of xinput: ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? ETPS/2 Elantech Touchpad id=12 [slave pointer (2)]

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  • SFINAE and detecting if a C++ function object returns void.

    - by Tom Swirly
    I've read the various authorities on this, include Dewhurst and yet haven't managed to get anywhere with this seemingly simple question. What I want to do is to call a C++ function object, (basically, anything you can call, a pure function or a class with ()), and return its value, if that is not void, or "true" otherwise. #include <stdio.h> struct Foo { void operator()() {} }; struct Bar { bool operator()() { return false; } }; Foo foo; Bar bar; bool baz() { return false; } void bang() {} const char* print(bool b) { printf(b ? "true, " : "false, "); } template <typename Functor> bool magicCallFunction(Functor f) { return true; // lots of template magic occurs here... } int main(int argc, char** argv) { print(magicCallFunction(foo)); print(magicCallFunction(bar)); print(magicCallFunction(baz)); print(magicCallFunction(bang)); printf("\n"); }

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • pecl-ssh2-0.11 Freebsd Compile error after upgrading to php 5.3.2

    - by penfold45
    Hi I've been looking for answers for this all day and can find nothing to solve my issue. I also came across a question about this port on serverfault that I just answered and will hopefully help someone else. however my problem is this. While running "make" in /usr/ports/security/pecl-ssh2 I get this error === Building for pecl-ssh2-0.11 /bin/sh /usr/ports/security/pecl-ssh2/work/ssh2-0.11/libtool --mode=compile cc -I. -I/usr/ports/security/pecl-ssh2/work/ssh2-0.11 -DPHP_ATOM_INC -I/usr/ports/security/pecl-ssh2/work/ssh2-0.11/include -I/usr/ports/security/pecl-ssh2/work/ssh2-0.11/main -I/usr/ports/security/pecl-ssh2/work/ssh2-0.11 -I/usr/local/include/php -I/usr/local/include/php/main -I/usr/local/include/php/TSRM -I/usr/local/include/php/Zend -I/usr/local/include/php/ext -I/usr/local/include/php/ext/date/lib -I/usr/local/include -I/usr/local/include -DHAVE_CONFIG_H -O2 -pipe -fno-strict-aliasing -c /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c -o ssh2.lo cc -I. -I/usr/ports/security/pecl-ssh2/work/ssh2-0.11 -DPHP_ATOM_INC -I/usr/ports/security/pecl-ssh2/work/ssh2-0.11/include -I/usr/ports/security/pecl-ssh2/work/ssh2-0.11/main -I/usr/ports/security/pecl-ssh2/work/ssh2-0.11 -I/usr/local/include/php -I/usr/local/include/php/main -I/usr/local/include/php/TSRM -I/usr/local/include/php/Zend -I/usr/local/include/php/ext -I/usr/local/include/php/ext/date/lib -I/usr/local/include -I/usr/local/include -DHAVE_CONFIG_H -O2 -pipe -fno-strict-aliasing -c /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c -fPIC -DPIC -o .libs/ssh2.o /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c: In function 'zif_ssh2_methods_negotiated': /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c:502: warning: passing argument 4 of 'add_assoc_string_ex' discards qualifiers from pointer target type /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c:503: warning: passing argument 4 of 'add_assoc_string_ex' discards qualifiers from pointer target type /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c:507: warning: passing argument 4 of 'add_assoc_string_ex' discards qualifiers from pointer target type /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c:508: warning: passing argument 4 of 'add_assoc_string_ex' discards qualifiers from pointer target type /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c:509: warning: passing argument 4 of 'add_assoc_string_ex' discards qualifiers from pointer target type /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c:510: warning: passing argument 4 of 'add_assoc_string_ex' discards qualifiers from pointer target type /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c:515: warning: passing argument 4 of 'add_assoc_string_ex' discards qualifiers from pointer target type /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c:516: warning: passing argument 4 of 'add_assoc_string_ex' discards qualifiers from pointer target type /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c:517: warning: passing argument 4 of 'add_assoc_string_ex' discards qualifiers from pointer target type /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c:518: warning: passing argument 4 of 'add_assoc_string_ex' discards qualifiers from pointer target type /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c: In function 'zif_ssh2_poll': /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c:891: error: 'zval' has no member named 'is_ref' /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c:891: error: 'zval' has no member named 'refcount' /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c:901: error: 'zval' has no member named 'is_ref' /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c:902: error: 'zval' has no member named 'refcount' /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c: In function 'zif_ssh2_publickey_add': /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c:1011: error: 'zval' has no member named 'is_ref' /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c:1012: error: 'zval' has no member named 'refcount' /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c:1044: warning: passing argument 1 of '_efree' discards qualifiers from pointer target type /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c: In function 'zif_ssh2_publickey_list': /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c:1103: warning: passing argument 4 of 'add_assoc_stringl_ex' discards qualifiers from pointer target type /usr/ports/security/pecl-ssh2/work/ssh2-0.11/ssh2.c:1104: warning: passing argument 4 of 'add_assoc_stringl_ex' discards qualifiers from pointer target type *** Error code 1 Stop in /usr/ports/security/pecl-ssh2/work/ssh2-0.11. *** Error code 1 Stop in /usr/ports/security/pecl-ssh2. I am trying to recompile this port after upgrading from php 5.2.12 to php 5.3.2 which was released on freebsd over the weekend. I have run out of ideas and steam with this so if anyone has any ideas on what this might be I would be truly grateful.

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