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  • How realistic is it to find remote jobs? [on hold]

    - by user3728220
    I just started teaching myself Python and so far I'm really enjoying it. One of my goals in life is to find a job that I can do remotely from anywhere in the world (that has reliable internet). I know that for some programming career paths this would be impossible to do, so I'm looking for comments or advice about the best way to achieve this. Whether there's certain types of companies or industries to look for, any particular languages that would be best-suited for this, anything else I should know, etc. Thanks!

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  • Is Lua a good language to learn for a Beginner? [on hold]

    - by Azcordelia
    i just bought the Corona SDK course on Udemy, and now i need to learn Lua in order to use it. However i've never fully learned a programming language. I know a bit of Ruby, and some C++, will Lua be hard for me to learn? And is it a robust/powerful language? Thanks, but also how hard is it to use Corona SDK, i downloaded it and Sublime Test Editor 2, and so far installed the plugin for Sublime, but am juts confused.. :?

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  • How do you deal with monotony of certain tasks? [on hold]

    - by aaronmallen
    I love programming methods, and functions. The if {}, while {}, etc... logic behind them is so much fun. I also love making commits, merging branches, solving merge conflicts. Unfortunately these activities usually require that I create classes which I find tedious and monotonous. The simple action of defining properties, is getting in the way of me writing the logic on what to do with those properties. I can't be alone here there has to be a part of coding for everyone that they dread or at least severely dislike doing compared to other parts of coding. How do you deal with the code based tasks that you find tedious?

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  • How do you stay motivated for hobby projects? [closed]

    - by aubreyrhodes
    I started seriously programming as a hobbiest, student and then intern about 4 years ago and I've always done small projects on the side as a learning exercise. Schools over now though, and I spend my days at work as a software developer. I would still love to do projects on the side to learn about areas in computer science that I'm not exposed to at work, but I've noticed that after 8 hours of starring at an IDE it's far to tempting to veg out. Any time I do get up the gumption to work on something for a few hours lately it's gotten left by the wayside. Anyone have any advice for sticking with side projects when you spend most of your day coding?

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  • Which language to dive into after having mastered python? [closed]

    - by larsvegas
    To put it in a nutshell: which programming language would you advice to go at next after having mastered python? I do love python (after having done some rather simple scripting in Perl for a couple of years) for it's clearness and straightforwardness. Of course there is still room for improvement and topics I haven't touched yet. Still: I feel quite confident about my skills by now but want to keep learning. I thought it might be helpful to dive into another language to learn about differences, advantages and disadvantages of one over the other etc.

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  • "main.exe" Has Crashed Error [migrated]

    - by JRuxDev
    I have a programming project due today and I am having a simple error. The project is to create a skeleton of a basic menu. The new command just counts from 1 to an integer entered by the user. Before I continue, I have posted a link to the pastebin that holds my .cpp file: http://pastebin.com/pAi9EiEi The rest of the program runs and works. However, the error is simple. It is crashing as soon as I type in any of the commands. After running error checks, I have found the error is not the while but the if statements. The error is on the lines similar to this: if (stricmp(strstr(newCommand, cmd2), newCommand) == 0) What this line is supposed to do, is copy what is in cmd2 and put it in newCommand then comparing it without caps sensitivity to: char newCommand[] = "new"; Thank you, Rux

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  • Either I'm not confident I just don't know anything [on hold]

    - by zoomerzoom25
    My name is Sael and I'm 14 years old. Since I was 12 and I got my first computer I instantly go interested in making games. So of course like any other I googled it, got discouraged and forgot about it for a few months. When I was 13 I decided to continue programming, and decided that java would best suit me. Now after a year, I have a basic understanding of java and how it works (it just clicked instantly one day). Anyways, my problem is that I know how I'm going to make a simple game in my head, but as soon as I click that "New Project" button on eclipse, I'm instantly lost and can't figure out where to start. I can't do much without a tutorial beside me since my mind is so dependent on it. So here's the question : what can I do to get past this problem of mine, and have any of you felt like this before? sorry if my English is a bit incorrect, Spanish is my main language* I've made Minecraft mods before

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  • What languages should I leaarn before I go to college? [closed]

    - by CLUEL3SS
    I've been working with PHP, MySQL, and some html for the past 3-4 years now just as a hobby.. I'm only 19 and college is going to come soon, I want to go for Web and Software development and/or Network Security and Administration, I know the networking is a whole different ballpark, but as for programming, which languages do you suggest I get under my belt before college? I was thinking the C languages (C++, C#), Java, .NET; Should I learn any more Server Side Scripting languages? Python, Perl, Ruby? I used to be somewhat familiar with writing Java, but haven't written in Java in a good while, what would you suggest? Thanks!

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  • export google search results to excel [closed]

    - by Om23
    I want to make a program/script that will be able to take the data from the excel spreadsheet in column A (for example, "team 123") and search Google and take the first 3 results from Google and put the data into the excel spreadsheet. I don't have that much experience in programming. So what language should I use? I know I have to use REST in the Google custom search API- how would I incorporate this? This might have been done before but all I've been able to find is scripts on how to export all the search results or the number of search results, not the first 3 search results. Thanks. If you know better tags for this post please let me know.

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  • Question about main(String[] args) [migrated]

    - by Andrew0085
    I'm new to programming, and I'm using java. Here's a program I wrote: class HelloApp { static String hi; public static void main(String[] args) { int length = args.length; if (length > 0) { hi = args[0]; sayHi(); } } static void sayHi() { if (hi == "hello") { System.out.println("Hello!"); } } } My question is: Why doesn't inputting "java HelloApp hello" make "Hello!" appear on the next line?

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  • how to export bind and keyframe bone poses from blender to use in OpenGL

    - by SaldaVonSchwartz
    EDIT: I decided to reformulate the question in much simpler terms to see if someone can give me a hand with this. Basically, I'm exporting meshes, skeletons and actions from blender into an engine of sorts that I'm working on. But I'm getting the animations wrong. I can tell the basic motion paths are being followed but there's always an axis of translation or rotation which is wrong. I think the problem is most likely not in my engine code (OpenGL-based) but rather in either my misunderstanding of some part of the theory behind skeletal animation / skinning or the way I am exporting the appropriate joint matrices from blender in my exporter script. I'll explain the theory, the engine animation system and my blender export script, hoping someone might catch the error in either or all of these. The theory: (I'm using column-major ordering since that's what I use in the engine cause it's OpenGL-based) Assume I have a mesh made up of a single vertex v, along with a transformation matrix M which takes the vertex v from the mesh's local space to world space. That is, if I was to render the mesh without a skeleton, the final position would be gl_Position = ProjectionMatrix * M * v. Now assume I have a skeleton with a single joint j in bind / rest pose. j is actually another matrix. A transform from j's local space to its parent space which I'll denote Bj. if j was part of a joint hierarchy in the skeleton, Bj would take from j space to j-1 space (that is to its parent space). However, in this example j is the only joint, so Bj takes from j space to world space, like M does for v. Now further assume I have a a set of frames, each with a second transform Cj, which works the same as Bj only that for a different, arbitrary spatial configuration of join j. Cj still takes vertices from j space to world space but j is rotated and/or translated and/or scaled. Given the above, in order to skin vertex v at keyframe n. I need to: take v from world space to joint j space modify j (while v stays fixed in j space and is thus taken along in the transformation) take v back from the modified j space to world space So the mathematical implementation of the above would be: v' = Cj * Bj^-1 * v. Actually, I have one doubt here.. I said the mesh to which v belongs has a transform M which takes from model space to world space. And I've also read in a couple textbooks that it needs to be transformed from model space to joint space. But I also said in 1 that v needs to be transformed from world to joint space. So basically I'm not sure if I need to do v' = Cj * Bj^-1 * v or v' = Cj * Bj^-1 * M * v. Right now my implementation multiples v' by M and not v. But I've tried changing this and it just screws things up in a different way cause there's something else wrong. Finally, If we wanted to skin a vertex to a joint j1 which in turn is a child of a joint j0, Bj1 would be Bj0 * Bj1 and Cj1 would be Cj0 * Cj1. But Since skinning is defined as v' = Cj * Bj^-1 * v , Bj1^-1 would be the reverse concatenation of the inverses making up the original product. That is, v' = Cj0 * Cj1 * Bj1^-1 * Bj0^-1 * v Now on to the implementation (Blender side): Assume the following mesh made up of 1 cube, whose vertices are bound to a single joint in a single-joint skeleton: Assume also there's a 60-frame, 3-keyframe animation at 60 fps. The animation essentially is: keyframe 0: the joint is in bind / rest pose (the way you see it in the image). keyframe 30: the joint translates up (+z in blender) some amount and at the same time rotates pi/4 rad clockwise. keyframe 59: the joint goes back to the same configuration it was in keyframe 0. My first source of confusion on the blender side is its coordinate system (as opposed to OpenGL's default) and the different matrices accessible through the python api. Right now, this is what my export script does about translating blender's coordinate system to OpenGL's standard system: # World transform: Blender -> OpenGL worldTransform = Matrix().Identity(4) worldTransform *= Matrix.Scale(-1, 4, (0,0,1)) worldTransform *= Matrix.Rotation(radians(90), 4, "X") # Mesh (local) transform matrix file.write('Mesh Transform:\n') localTransform = mesh.matrix_local.copy() localTransform = worldTransform * localTransform for col in localTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) file.write('\n') So if you will, my "world" matrix is basically the act of changing blenders coordinate system to the default GL one with +y up, +x right and -z into the viewing volume. Then I also premultiply (in the sense that it's done by the time we reach the engine, not in the sense of post or pre in terms of matrix multiplication order) the mesh matrix M so that I don't need to multiply it again once per draw call in the engine. About the possible matrices to extract from Blender joints (bones in Blender parlance), I'm doing the following: For joint bind poses: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: bindPoseJoint = skeleton.data.bones[joint.name] bindPoseTransform = bindPoseJoint.matrix_local.inverted() file.write('Joint ' + joint.name + ' Transform {\n') translationV = bindPoseTransform.to_translation() rotationQ = bindPoseTransform.to_3x3().to_quaternion() scaleV = bindPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') Note that I'm actually grabbing the inverse of what I think is the bind pose transform Bj. This is so I don't need to invert it in the engine. Also note I went for matrix_local, assuming this is Bj. The other option is plain "matrix", which as far as I can tell is the same only that not homogeneous. For joint current / keyframe poses: for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) currentPoseJoint = skeleton.pose.bones[i] currentPoseTransform = currentPoseJoint.matrix translationV = currentPoseTransform.to_translation() rotationQ = currentPoseTransform.to_3x3().to_quaternion() scaleV = currentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') Note that here I go for skeleton.pose.bones instead of data.bones and that I have a choice of 3 matrices: matrix, matrix_basis and matrix_channel. From the descriptions in the python API docs I'm not super clear which one I should choose, though I think it's the plain matrix. Also note I do not invert the matrix in this case. The implementation (Engine / OpenGL side): My animation subsystem does the following on each update (I'm omitting parts of the update loop where it's figured out which objects need update and time is hardcoded here for simplicity): static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.joints[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.joints[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4TranslateWithVector3(currentTransform, LERPTranslation); currentTransform = GLKMatrix4ScaleWithVector3(currentTransform, LERPScaling); GLKMatrix4 inverseBindTransform = GLKMatrix4MakeWithQuaternion(aSkeleton.joints[i].inverseBindTransform.q); inverseBindTransform = GLKMatrix4TranslateWithVector3(inverseBindTransform, aSkeleton.joints[i].inverseBindTransform.t); inverseBindTransform = GLKMatrix4ScaleWithVector3(inverseBindTransform, aSkeleton.joints[i].inverseBindTransform.s); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } Finally, this is my vertex shader: #version 100 uniform mat4 modelMatrix; uniform mat3 normalMatrix; uniform mat4 projectionMatrix; uniform mat4 skinningPalette[6]; uniform lowp float skinningEnabled; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } vec4 skinnedNormal = vec4(0.); for (int i = 0; i < 4; i++) { skinnedNormal += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * vec4(normal, 0.); } vec4 finalPosition = mix(position, skinnedVertexPosition, skinningEnabled); vec4 finalNormal = mix(vec4(normal, 0.), skinnedNormal, skinningEnabled); vec3 eyeNormal = normalize(normalMatrix * finalNormal.xyz); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); gl_Position = projectionMatrix * modelMatrix * finalPosition; } The result is that the animation displays wrong in terms of orientation. That is, instead of bobbing up and down it bobs in and out (along what I think is the Z axis according to my transform in the export clip). And the rotation angle is counterclockwise instead of clockwise. If I try with a more than one joint, then it's almost as if the second joint rotates in it's own different coordinate space and does not follow 100% its parent's transform. Which I assume it should from my animation subsystem which I assume in turn follows the theory I explained for the case of more than one joint. Any thoughts?

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  • Query on simple C++ threadpool implementation

    - by ticketman
    Stackoverflow has been a tremendous help to me and I'd to give something back to the community. I have been implementing a simple threadpool using the tinythread C++ portable thread library, using what I have learnt from Stackoverflow. I am new to thread programming, so not that comfortable with mutexes, etc. I have a question best asked after presenting the code (which runs quite well under Linux): // ThreadPool.h class ThreadPool { public: ThreadPool(); ~ThreadPool(); // Creates a pool of threads and gets them ready to be used void CreateThreads(int numOfThreads); // Assigns a job to a thread in the pool, but doesn't start the job // Each SubmitJob call will use up one thread of the pool. // This operation can only be undone by calling StartJobs and // then waiting for the jobs to complete. On completion, // new jobs may be submitted. void SubmitJob( void (*workFunc)(void *), void *workData ); // Begins execution of all the jobs in the pool. void StartJobs(); // Waits until all jobs have completed. // The wait will block the caller. // On completion, new jobs may be submitted. void WaitForJobsToComplete(); private: enum typeOfWorkEnum { e_work, e_quit }; class ThreadData { public: bool ready; // thread has been created and is ready for work bool haveWorkToDo; typeOfWorkEnum typeOfWork; // Pointer to the work function each thread has to call. void (*workFunc)(void *); // Pointer to work data void *workData; ThreadData() : ready(false), haveWorkToDo(false) { }; }; struct ThreadArgStruct { ThreadPool *threadPoolInstance; int threadId; }; // Data for each thread ThreadData *m_ThreadData; ThreadPool(ThreadPool const&); // copy ctor hidden ThreadPool& operator=(ThreadPool const&); // assign op. hidden // Static function that provides the function pointer that a thread can call // By including the ThreadPool instance in the void * parameter, // we can use it to access other data and methods in the ThreadPool instance. static void ThreadFuncWrapper(void *arg) { ThreadArgStruct *threadArg = static_cast<ThreadArgStruct *>(arg); threadArg->threadPoolInstance->ThreadFunc(threadArg->threadId); } // The function each thread calls void ThreadFunc( int threadId ); // Called by the thread pool destructor void DestroyThreadPool(); // Total number of threads available // (fixed on creation of thread pool) int m_numOfThreads; int m_NumOfThreadsDoingWork; int m_NumOfThreadsGivenJobs; // List of threads std::vector<tthread::thread *> m_ThreadList; // Condition variable to signal each thread has been created and executing tthread::mutex m_ThreadReady_mutex; tthread::condition_variable m_ThreadReady_condvar; // Condition variable to signal each thread to start work tthread::mutex m_WorkToDo_mutex; tthread::condition_variable m_WorkToDo_condvar; // Condition variable to signal the main thread that // all threads in the pool have completed their work tthread::mutex m_WorkCompleted_mutex; tthread::condition_variable m_WorkCompleted_condvar; }; cpp file: // // ThreadPool.cpp // #include "ThreadPool.h" // This is the thread function for each thread. // All threads remain in this function until // they are asked to quit, which only happens // when terminating the thread pool. void ThreadPool::ThreadFunc( int threadId ) { ThreadData *myThreadData = &m_ThreadData[threadId]; std::cout << "Hello world: Thread " << threadId << std::endl; // Signal that this thread is ready m_ThreadReady_mutex.lock(); myThreadData->ready = true; m_ThreadReady_condvar.notify_one(); // notify the main thread m_ThreadReady_mutex.unlock(); while(true) { //tthread::lock_guard<tthread::mutex> guard(m); m_WorkToDo_mutex.lock(); while(!myThreadData->haveWorkToDo) // check for work to do m_WorkToDo_condvar.wait(m_WorkToDo_mutex); // if no work, wait here myThreadData->haveWorkToDo = false; // need to do this before unlocking the mutex m_WorkToDo_mutex.unlock(); // Do the work switch(myThreadData->typeOfWork) { case e_work: std::cout << "Thread " << threadId << ": Woken with work to do\n"; // Do work myThreadData->workFunc(myThreadData->workData); std::cout << "#Thread " << threadId << ": Work is completed\n"; break; case e_quit: std::cout << "Thread " << threadId << ": Asked to quit\n"; return; // ends the thread } // Now to signal the main thread that my work is completed m_WorkCompleted_mutex.lock(); m_NumOfThreadsDoingWork--; // Unsure if this 'if' would make the program more efficient // if(NumOfThreadsDoingWork == 0) m_WorkCompleted_condvar.notify_one(); // notify the main thread m_WorkCompleted_mutex.unlock(); } } ThreadPool::ThreadPool() { m_numOfThreads = 0; m_NumOfThreadsDoingWork = 0; m_NumOfThreadsGivenJobs = 0; } ThreadPool::~ThreadPool() { if(m_numOfThreads) { DestroyThreadPool(); delete [] m_ThreadData; } } void ThreadPool::CreateThreads(int numOfThreads) { // Check a thread pool has already been created if(m_numOfThreads > 0) return; m_NumOfThreadsGivenJobs = 0; m_NumOfThreadsDoingWork = 0; m_numOfThreads = numOfThreads; m_ThreadData = new ThreadData[m_numOfThreads]; ThreadArgStruct threadArg; for(int i=0; i<m_numOfThreads; ++i) { threadArg.threadId = i; threadArg.threadPoolInstance = this; // Creates the thread and save in a list so we can destroy it later m_ThreadList.push_back( new tthread::thread( ThreadFuncWrapper, (void *)&threadArg ) ); // It takes a little time for a thread to get established. // Best wait until it gets established before creating the next thread. m_ThreadReady_mutex.lock(); while(!m_ThreadData[i].ready) // Check if thread is ready m_ThreadReady_condvar.wait(m_ThreadReady_mutex); // If not, wait here m_ThreadReady_mutex.unlock(); } } // Adds a job to the batch, but doesn't start the job void ThreadPool::SubmitJob(void (*workFunc)(void *), void *workData) { // Check that the thread pool has been created if(!m_numOfThreads) return; if(m_NumOfThreadsGivenJobs >= m_numOfThreads) return; m_ThreadData[m_NumOfThreadsGivenJobs].workFunc = workFunc; m_ThreadData[m_NumOfThreadsGivenJobs].workData = workData; std::cout << "Submitted job " << m_NumOfThreadsGivenJobs << std::endl; m_NumOfThreadsGivenJobs++; } void ThreadPool::StartJobs() { // Check that the thread pool has been created // and some jobs have been assigned if(!m_numOfThreads || !m_NumOfThreadsGivenJobs) return; // Set 'haveworkToDo' flag for all threads m_WorkToDo_mutex.lock(); for(int i=0; i<m_NumOfThreadsGivenJobs; ++i) m_ThreadData[i].haveWorkToDo = true; m_NumOfThreadsDoingWork = m_NumOfThreadsGivenJobs; // Reset this counter so we can resubmit jobs later m_NumOfThreadsGivenJobs = 0; // Notify all threads they have work to do m_WorkToDo_condvar.notify_all(); m_WorkToDo_mutex.unlock(); } void ThreadPool::WaitForJobsToComplete() { // Check that a thread pool has been created if(!m_numOfThreads) return; m_WorkCompleted_mutex.lock(); while(m_NumOfThreadsDoingWork > 0) // Check if all threads have completed their work m_WorkCompleted_condvar.wait(m_WorkCompleted_mutex); // If not, wait here m_WorkCompleted_mutex.unlock(); } void ThreadPool::DestroyThreadPool() { std::cout << "Ask threads to quit\n"; m_WorkToDo_mutex.lock(); for(int i=0; i<m_numOfThreads; ++i) { m_ThreadData[i].haveWorkToDo = true; m_ThreadData[i].typeOfWork = e_quit; } m_WorkToDo_condvar.notify_all(); m_WorkToDo_mutex.unlock(); // As each thread terminates, catch them here for(int i=0; i<m_numOfThreads; ++i) { tthread::thread *t = m_ThreadList[i]; // Wait for thread to complete t->join(); } m_numOfThreads = 0; } Example of usage: (this calculates pi-squared/6) struct CalculationDataStruct { int inputVal; double outputVal; }; void LongCalculation( void *theSums ) { CalculationDataStruct *sums = (CalculationDataStruct *)theSums; int terms = sums->inputVal; double sum; for(int i=1; i<terms; i++) sum += 1.0/( double(i)*double(i) ); sums->outputVal = sum; } int main(int argc, char** argv) { int numThreads = 10; // Create pool ThreadPool threadPool; threadPool.CreateThreads(numThreads); // Create thread workspace CalculationDataStruct sums[numThreads]; // Set up jobs for(int i=0; i<numThreads; i++) { sums[i].inputVal = 3000*(i+1); threadPool.SubmitJob(LongCalculation, &sums[i]); } // Run the jobs threadPool.StartJobs(); threadPool.WaitForJobsToComplete(); // Print results for(int i=0; i<numThreads; i++) std::cout << "Sum of " << sums[i].inputVal << " terms is " << sums[i].outputVal << std::endl; return 0; } Question: In the ThreadPool::ThreadFunc method, would better performance be obtained if the following if statement if(NumOfThreadsDoingWork == 0) was included? Also, I'd be grateful of criticisms and ways to improve the code. At the same time, I hope the code is of use to others.

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  • Info on UIDeviceFamily key in Info.plist

    - by dbv
    The iPad programming guide says I have to include the UIDeviceFamily key in Info.plist. It also says that the transitioning a target to iPad should have added the key. It didn't. I tried creating blank projects, both iPad-only and universal, and neither got that key. Google comes up short too. What's the story on this mysterious key? The simulator doesn't mind the fact it's missing.

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  • Litespeed enable Access-Control-Allow-Origin

    - by Joe Coder Guy
    Seriously, I can't find a single page discussing this for litespeed. Using this format in the htaccess "Header set Access-Control-Allow-Origin http://aSite.com" (and https) sends the setting in the header, but I still get the "XMLHttpRequest cannot load https://aSite.com/aFile.php. Origin aSite.com is not allowed by Access-Control-Allow-Origin" error. Is the server still blocking it even though I've sent the proper headers? I read elsewhere that it helps to add these terms Access-Control-Allow-Headers X-Requested-With Access-Control-Allow-Methods OPTIONS, GET, POST Access-Control-Allow-Headers Content-Type, Depth, User-Agent, X-File-Size, X-Requested-With, If-Modified-Since, X-File-Name, Cache-Control but I don't see these in my headers. Using these, my PHP files aren't even reached (because they register no errors or anything), so it looks like it comes from the server only, but what do I know. Thanks in advance!

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  • Change the width of Master in UISplitViewController

    - by Raj
    Hi, The iPad programming guide says that the splitView's left pane is fixed to 320 points. But 320 pixels for my master view controller is too much. I would like to reduce it and give more space to detail view controller. Is it possible by anyway? Edit: Link to the document which speaks about fixed width - http://developer.apple.com/iphone/library/documentation/General/Conceptual/iPadProgrammingGuide/UserInterface/UserInterface.html#//apple_ref/doc/uid/TP40009370-CH3-SW1 Thanks and Regards, Raj

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  • How does one actually use the UIRequiredDeviceCapabilities key?

    - by Andy
    I followed exactly what I thought I understood the steps to be in the iPhone Programming Guide for specifying that my app requires telephony (I opened MyApp-info.plist, added a new key called UIRequiredDeviceCapabilties, set the key type to Dictionary, added a new row with key set to "telephony", type Boolean, value YES), and sent my app off to Apple. Lo and behold, eleven days later, I get a message from Apple that it's been rejected for not using the UIRequiredDeviceCapabilities key. WTF? How are you actually supposed to implement this?

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  • Computer science undergraduate project ideas

    - by Mehrdad Afshari
    Hopefully, I'm going to finish my undergraduate studies next semester and I'm thinking about the topic of my final project. And yes, I've read the questions with duplicate title. I'm asking this from a bit different viewpoint, so it's not an exact dupe. I've spent at least half of my life coding stuff in different languages and frameworks so I'm not looking at this project as a way to learn much about coding and preparing for real world apps or such. I've done lots of those already. But since I have to do it to complete my degree, I felt I should spend my time doing something useful instead of throwing the whole thing out. I'm planning to make it an open source project or a hosted Web app (depending on the type) if I can make a high quality thing out of it, so I decided to ask StackOverflow what could make a useful project. Situation I've plenty of freedom about the topic. They also require 30-40 pages of text describing the project. I have the following points in mind (the more satisfied, the better): Something useful for software development Something that benefits the community Having academic value is great Shouldn't take more than a month of development (I know I'm lazy). Shouldn't be related to advanced theoretical stuff (soft computing, fuzzy logic, neural networks, ...). I've been a business-oriented software developer. It should be software oriented. While I love hacking microcontrollers and other fun embedded electronic things, I'm not really good at soldering and things like that. I'm leaning toward a Web application (think StackOverflow, PasteBin, NerdDinner, things like those). Technology It's probably going to be done in .NET (C#, F#) and Windows platform. If I really like the project (cool low level hacking), I might actually slip to C/C++. But really, C# is what I'm efficient at. Ideas Programming language, parsing and compiler related stuff: Designing a domain specific programming language and compiler Templating language compiled to C# or IL Database tools and related code generation stuff Web related technologies: ASP.NET MVC View engine doing something cool (don't know what exactly...) Specific-purpose, small, fast ASP.NET-based Web framework Applications: Visual Studio plugin to integrate with Bazaar (it's too much work, I think). ASP.NET based, jQuery-powered issue tracker (and possibly, project lifecycle management as a whole - poor man's TFS) Others: Something related to GPGPU Looking forward for great ideas! Unfortunately, I can't help on a currently existing project. I need to start my own to prevent further problems (as it's an undergrad project, nevertheless).

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  • watermark text css

    - by Hulk
    What is the css for the watermark text in a textarea or input box. The text should be opaque as in Title of stackoverflow saying "What's your programming question? Be descriptive" when asking question

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  • Good Delphi Blogs?

    - by Andreas Rejbrand
    I just saw http://pages.cs.wisc.edu/~rkennedy/ which appears to be a very interesting in-depth blog about the Delphi programming language, compiler, and IDE. At the more basic level we also have the About site, and DelphiBasics. You can also have fun for a few minutes at http://www.scalabium.com/faq/dc_tips.htm. What are the most interesting blogs and sites devoted to Delphi? I am in particular interested in content at the advanced level.

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  • Unlimited and multi-computer online storage solutions with automatic backup

    - by JRL
    As the title says, what are the existing online storage solutions that provide: unlimited storage automatic backup and allow for an unlimited number of computers (use not tied to a single computer)? There are several existing questions on this site related to online storage solutions, but none that is specifically targeted to what I want, so I thought I'd ask the question. This wikipedia article lists some of them, are there others? How do they compare in terms of price, feature set and ease of use? Update: Kinda disappointed no one has any answers to this so far. JungleDisk looks promising, anyone have experience with it? Update 2: To answer the comments, what I'm looking for definitely DOES exist. These solutions all seem to fit the bill: BackMii CrashPlan DataPreserve Humyo JungleDisk KeepVault SpiderOak And some of them are quite cheap (CrashPlan is $100 a year). For unlimited space and computers, I'd say that's pretty good. Does anyone have experience with CrashPlan or any other of the above solutions?

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  • Play an audio file using RemoteIO and Audio Unit

    - by NeilMonday
    I am looking at Apple's 'aurioTouch' example for the iPhone and I would like to play an mp3 or wav instead of using the built in mic. I am very new to the audio portion of iPhone programming, but I think I need to modify the SetupRemoteIO(...) function and replace the AudioComponent named 'comp' with a custom AudioComponent that plays a file. Basically I want the app to function exactly the same as the original, but with an audio file as the input instead of the mic.

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  • Asterisk - Trying to use call files to create a conference call between two dynamic numbers

    - by Hank
    I'm trying to setup an Asterisk system that will allow me to create a conference call between two dynamic numbers. It seems I can use 'call files' to make Asterisk initiate the call without needing an incoming call - http://www.voip-info.org/tiki-index.php?page=Asterisk+auto-dial+out This example seems to be what I'd need: Channel: SIP/mytrunk/12345678 MaxRetries: 2 RetryTime: 60 WaitTime: 30 Context: callme Extension: 800 Priority: 2 I can generate this file with some scripting language and then place it into the Asterisk Call File folder. The problem I'm having is: How do I call out to two numbers and join them in a conference call? The MeetMe plugin/extension seems to be what I need in terms of conference calling, I'm just unsure as to how I'd use the two together and join them. Also, is it possible to have multiple 2-person conference calls at the same time? Is setting this up as simple as setting aside X amount of 'channels' in the meetme.conf?

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  • NIC Teaming HP Server running Win2003

    - by Colm
    Hello everyone. I'm new to server NIC TEaming. I have a HP ProLiant DL360 G4p running Win2003 with 2 NICs , only one is currently active. I'd like to activate the 2nd NIC connected (in a active/passive state) to a 2nd switch with only one IP address and ideally only one mac layer address. The 1st switch is a Cisco 2960G and the 2nd is a Cisco C3560G. There are VLANS, RSTP and PAGP in use already. Can someone give me an idea, in broad terms , of what technology/protocols I should be investigating (HSRP, SLB/TLB Teaming etc.) ? I can provide more info if needed. Thanks, Colm.

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