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  • Scheduled task to map a network drive runs, but doesn't map the drive

    - by bikefixxer
    I have a task set up to run whenever the computer is logged onto that deletes all network folders and maps a network drive. Here is what is in the batch file: @echo off net use * /delete /y net use b: \\Server\Share /user:DOMAIN\Username password exit When the computer is restarted or logged off and back on, the task runs fine (according to the scheduled tasks window saying when it ran last) but the mapped drive doesn't show up. I'll open the command prompt and type "net use" and it simply says "There are no entries in the list". If I then right click on the task and run it, it works and the mapped drive shows up. I've checked the log and nothing shows up. I've tried adding a timer in the batch file so it waits 10 seconds (ping 1.1.1.1 -n 1 -w 10000nul) thinking that maybe the network wasn't connected, but that didn't work. What else can I try? Thanks!

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  • Problem displaying tiles using tiled map loader with SFML

    - by user1905192
    I've been searching fruitlessly for what I did wrong for the past couple of days and I was wondering if anyone here could help me. My program loads my tile map, but then crashes with an assertion error. The program breaks at this line: spacing = atoi(tilesetElement-Attribute("spacing")); Here's my main game.cpp file. #include "stdafx.h" #include "Game.h" #include "Ball.h" #include "level.h" using namespace std; Game::Game() { gameState=NotStarted; ball.setPosition(500,500); level.LoadFromFile("meow.tmx"); } void Game::Start() { if (gameState==NotStarted) { window.create(sf::VideoMode(1024,768,320),"game"); view.reset(sf::FloatRect(0,0,1000,1000));//ball drawn at 500,500 level.SetDrawingBounds(sf::FloatRect(view.getCenter().x-view.getSize().x/2,view.getCenter().y-view.getSize().y/2,view.getSize().x, view.getSize().y)); window.setView(view); gameState=Playing; } while(gameState!=Exiting) { GameLoop(); } window.close(); } void Game::GameLoop() { sf::Event CurrentEvent; window.pollEvent(CurrentEvent); switch(gameState) { case Playing: { window.clear(sf::Color::White); window.setView(view); if (CurrentEvent.type==sf::Event::Closed) { gameState=Exiting; } if ( !ball.IsFalling() &&!ball.IsJumping() &&sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) { ball.setJState(); } ball.Update(view); level.Draw(window); ball.Draw(window); window.display(); break; } } } And here's the file where the error happens: /********************************************************************* Quinn Schwab 16/08/2010 SFML Tiled Map Loader The zlib license has been used to make this software fully compatible with SFML. See http://www.sfml-dev.org/license.php This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. *********************************************************************/ #include "level.h" #include <iostream> #include "tinyxml.h" #include <fstream> int Object::GetPropertyInt(std::string name) { int i; i = atoi(properties[name].c_str()); return i; } float Object::GetPropertyFloat(std::string name) { float f; f = strtod(properties[name].c_str(), NULL); return f; } std::string Object::GetPropertyString(std::string name) { return properties[name]; } Level::Level() { //ctor } Level::~Level() { //dtor } using namespace std; bool Level::LoadFromFile(std::string filename) { TiXmlDocument levelFile(filename.c_str()); if (!levelFile.LoadFile()) { std::cout << "Loading level \"" << filename << "\" failed." << std::endl; return false; } //Map element. This is the root element for the whole file. TiXmlElement *map; map = levelFile.FirstChildElement("map"); //Set up misc map properties. width = atoi(map->Attribute("width")); height = atoi(map->Attribute("height")); tileWidth = atoi(map->Attribute("tilewidth")); tileHeight = atoi(map->Attribute("tileheight")); //Tileset stuff TiXmlElement *tilesetElement; tilesetElement = map->FirstChildElement("tileset"); firstTileID = atoi(tilesetElement->Attribute("firstgid")); spacing = atoi(tilesetElement->Attribute("spacing")); margin = atoi(tilesetElement->Attribute("margin")); //Tileset image TiXmlElement *image; image = tilesetElement->FirstChildElement("image"); std::string imagepath = image->Attribute("source"); if (!tilesetImage.loadFromFile(imagepath))//Load the tileset image { std::cout << "Failed to load tile sheet." << std::endl; return false; } tilesetImage.createMaskFromColor(sf::Color(255, 0, 255)); tilesetTexture.loadFromImage(tilesetImage); tilesetTexture.setSmooth(false); //Columns and rows (of tileset image) int columns = tilesetTexture.getSize().x / tileWidth; int rows = tilesetTexture.getSize().y / tileHeight; std::vector <sf::Rect<int> > subRects;//container of subrects (to divide the tilesheet image up) //tiles/subrects are counted from 0, left to right, top to bottom for (int y = 0; y < rows; y++) { for (int x = 0; x < columns; x++) { sf::Rect <int> rect; rect.top = y * tileHeight; rect.height = y * tileHeight + tileHeight; rect.left = x * tileWidth; rect.width = x * tileWidth + tileWidth; subRects.push_back(rect); } } //Layers TiXmlElement *layerElement; layerElement = map->FirstChildElement("layer"); while (layerElement) { Layer layer; if (layerElement->Attribute("opacity") != NULL)//check if opacity attribute exists { float opacity = strtod(layerElement->Attribute("opacity"), NULL);//convert the (string) opacity element to float layer.opacity = 255 * opacity; } else { layer.opacity = 255;//if the attribute doesnt exist, default to full opacity } //Tiles TiXmlElement *layerDataElement; layerDataElement = layerElement->FirstChildElement("data"); if (layerDataElement == NULL) { std::cout << "Bad map. No layer information found." << std::endl; } TiXmlElement *tileElement; tileElement = layerDataElement->FirstChildElement("tile"); if (tileElement == NULL) { std::cout << "Bad map. No tile information found." << std::endl; return false; } int x = 0; int y = 0; while (tileElement) { int tileGID = atoi(tileElement->Attribute("gid")); int subRectToUse = tileGID - firstTileID;//Work out the subrect ID to 'chop up' the tilesheet image. if (subRectToUse >= 0)//we only need to (and only can) create a sprite/tile if there is one to display { sf::Sprite sprite;//sprite for the tile sprite.setTexture(tilesetTexture); sprite.setTextureRect(subRects[subRectToUse]); sprite.setPosition(x * tileWidth, y * tileHeight); sprite.setColor(sf::Color(255, 255, 255, layer.opacity));//Set opacity of the tile. //add tile to layer layer.tiles.push_back(sprite); } tileElement = tileElement->NextSiblingElement("tile"); //increment x, y x++; if (x >= width)//if x has "hit" the end (right) of the map, reset it to the start (left) { x = 0; y++; if (y >= height) { y = 0; } } } layers.push_back(layer); layerElement = layerElement->NextSiblingElement("layer"); } //Objects TiXmlElement *objectGroupElement; if (map->FirstChildElement("objectgroup") != NULL)//Check that there is atleast one object layer { objectGroupElement = map->FirstChildElement("objectgroup"); while (objectGroupElement)//loop through object layers { TiXmlElement *objectElement; objectElement = objectGroupElement->FirstChildElement("object"); while (objectElement)//loop through objects { std::string objectType; if (objectElement->Attribute("type") != NULL) { objectType = objectElement->Attribute("type"); } std::string objectName; if (objectElement->Attribute("name") != NULL) { objectName = objectElement->Attribute("name"); } int x = atoi(objectElement->Attribute("x")); int y = atoi(objectElement->Attribute("y")); int width = atoi(objectElement->Attribute("width")); int height = atoi(objectElement->Attribute("height")); Object object; object.name = objectName; object.type = objectType; sf::Rect <int> objectRect; objectRect.top = y; objectRect.left = x; objectRect.height = y + height; objectRect.width = x + width; if (objectType == "solid") { solidObjects.push_back(objectRect); } object.rect = objectRect; TiXmlElement *properties; properties = objectElement->FirstChildElement("properties"); if (properties != NULL) { TiXmlElement *prop; prop = properties->FirstChildElement("property"); if (prop != NULL) { while(prop) { std::string propertyName = prop->Attribute("name"); std::string propertyValue = prop->Attribute("value"); object.properties[propertyName] = propertyValue; prop = prop->NextSiblingElement("property"); } } } objects.push_back(object); objectElement = objectElement->NextSiblingElement("object"); } objectGroupElement = objectGroupElement->NextSiblingElement("objectgroup"); } } else { std::cout << "No object layers found..." << std::endl; } return true; } Object Level::GetObject(std::string name) { for (int i = 0; i < objects.size(); i++) { if (objects[i].name == name) { return objects[i]; } } } void Level::SetDrawingBounds(sf::Rect<float> bounds) { drawingBounds = bounds; cout<<tileHeight; //Adjust the rect so that tiles are drawn just off screen, so you don't see them disappearing. drawingBounds.top -= tileHeight; drawingBounds.left -= tileWidth; drawingBounds.width += tileWidth; drawingBounds.height += tileHeight; } void Level::Draw(sf::RenderWindow &window) { for (int layer = 0; layer < layers.size(); layer++) { for (int tile = 0; tile < layers[layer].tiles.size(); tile++) { if (drawingBounds.contains(layers[layer].tiles[tile].getPosition().x, layers[layer].tiles[tile].getPosition().y)) { window.draw(layers[layer].tiles[tile]); } } } } I really hope that one of you can help me and I'm sorry if I've made any formatting issues. Thanks!

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  • MKMapKit custom annotations being added to map, but are not visible on the map

    - by culov
    I learned a lot from the screencast at http://icodeblog.com/2009/12/21/introduction-to-mapkit-in-iphone-os-3-0/ , and ive been trying to incorporate the way he creates a custom annotation into my iphone app. He is hardcoding annotations and adding them individually to the map, whereas i want to add them from my data source. So i have an array of objects with a lat and a lng (ive checked that the values are within range and ought to be appearing on the map) that i iterate through and do [mapView addAnnotation:truck] once this process is completed, i check the number of annotations on the map with [[mapView annotations] count] and its equal to the number it ought to be, so all the annotations are getting added onto the mapView, but for some reason I cant see any annotations in the simulator. I've compared my code with his in all the pertinent places many times, but nothing seems to stand out as being incorrect. Ive also reviewed my code for the last several hours trying to find a point where I do something wrong, but nothing is coming to mind. The images are named just as they are assigned in the custom AnnotationView, the loadAnnotation function is done properly, etc... i dont know what it could be. so i suppose if i could have the answer to one question it would be, what are possible causes for a mapView to contain several annotations, but to not show any on the map? Thanks

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  • MapKit custom annotations being added to map, but are not visible on the map

    - by culov
    I learned a lot from the screencast at http://icodeblog.com/2009/12/21/introduction-to-mapkit-in-iphone-os-3-0/ , and ive been trying to incorporate the way he creates a custom annotation into my iphone app. He is hardcoding annotations and adding them individually to the map, whereas i want to add them from my data source. So i have an array of objects with a lat and a lng (ive checked that the values are within range and ought to be appearing on the map) that i iterate through and do [mapView addAnnotation:truck] once this process is completed, i check the number of annotations on the map with [[mapView annotations] count] and its equal to the number it ought to be, so all the annotations are getting added onto the mapView, but for some reason I cant see any annotations in the simulator. I've compared my code with his in all the pertinent places many times, but nothing seems to stand out as being incorrect. Ive also reviewed my code for the last several hours trying to find a point where I do something wrong, but nothing is coming to mind. The images are named just as they are assigned in the custom AnnotationView, the loadAnnotation function is done properly, etc... i dont know what it could be. so i suppose if i could have the answer to one question it would be, what are possible causes for a mapView to contain several annotations, but to not show any on the map? Thanks

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  • Hide collision layer in libgdx with TiledMap?

    - by Daniel Jonsson
    I'm making a 2D game with libgdx, and I'm using its TileMapRenderer to render my map which I have made in the map editor Tiled. In Tiled I have a dedicated collision layer. However, I can't figure out how I'm supposed to hide it and its tiles in the game. This is how a map is loaded: TiledMap map = TiledLoader.createMap(Gdx.files.internal("maps/map.tmx")); TileAtlas atlas = new TileAtlas(map, Gdx.files.internal("maps")); tileMapRenderer = new TileMapRenderer(map, atlas, 32, 32); Currently the collision tiles are rendered on top of everything else, as I see them in the map editor.

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  • Show certain InfoWindow in Google Map API V3

    - by pash
    Hello. I wrote the following code to display markers. There are 2 buttons which show Next or Previous Infowindow for markers. But problem is that InfoWindows are not shown using google.maps.event.trigger Can someone help me with this problem. Thank you. Here is code: <html> <head> <meta name="viewport" content="initial-scale=1.0, user-scalable=no" /> <meta http-equiv="content-type" content="text/html; charset=UTF-8"/> <title>Google Maps JavaScript API v3 Example: Common Loader</title> <script type="text/javascript" src="http://maps.google.com/maps/api/js?sensor=false"></script> <script type="text/javascript"> var infowindow; var map; var bounds; var markers = []; var markerIndex=0; function initialize() { var myLatlng = new google.maps.LatLng(41.051407, 28.991134); var myOptions = { zoom: 5, center: myLatlng, mapTypeId: google.maps.MapTypeId.ROADMAP } map = new google.maps.Map(document.getElementById("map_canvas"), myOptions); markers = document.getElementsByTagName("marker"); for (var i = 0; i < markers.length; i++) { var latlng = new google.maps.LatLng(parseFloat(markers[i].getAttribute("lat")), parseFloat(markers[i].getAttribute("lng"))); var marker = createMarker(markers[i].getAttribute("name"), latlng, markers[i].getAttribute("phone"), markers[i].getAttribute("distance")); } rebound(map); } function createMarker(name, latlng, phone, distance) { var marker = new google.maps.Marker({position: latlng, map: map}); var myHtml = "<table style='width:100%;'><tr><td><b>" + name + "</b></td></tr><tr><td>" + phone + "</td></tr><tr><td align='right'>" + distance + "</td></tr></table>"; google.maps.event.addListener(marker, "click", function() { if (infowindow) infowindow.close(); infowindow = new google.maps.InfoWindow({content: myHtml}); infowindow.open(map, marker); }); return marker; } function rebound(mymap){ bounds = new google.maps.LatLngBounds(); for (var i = 0; i < markers.length; i++) { bounds.extend(new google.maps.LatLng(parseFloat(markers[i].getAttribute("lat")),parseFloat(markers[i].getAttribute("lng")))); } mymap.fitBounds(bounds); } function showNextInfo() { if(markerIndex<markers.length-1) markerIndex++; else markerIndex = 0 ; alert(markers[markerIndex].getAttribute('name')); google.maps.event.trigger(markers[markerIndex],"click"); } function showPrevInfo() { if(markerIndex>0) markerIndex--; else markerIndex = markers.length-1 ; google.maps.event.trigger(markers[markerIndex],'click'); } </script> </head> <body onload="initialize()"> <div id="map_canvas" style="width:400px; height:300px"></div> <markers> <marker name='Name1' lat='41.051407' lng='28.991134' phone='+902121234561' distance=''/> <marker name='Name2' lat='40.858746' lng='29.121666' phone='+902121234562' distance=''/> <marker name='Name3' lat='41.014604' lng='28.972256' phone='+902121234562' distance=''/> <marker name='Name4' lat='41.012386' lng='26.978350' phone='+902121234562' distance=''/> </markers> <input type="button" onclick="showPrevInfo()" value="prev">&nbsp;<input type="button" onclick="showNextInfo()" value="next"> </body> </html>

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  • Free Offline Map Provider (and not OpenStreetMap)

    - by Radian
    I am making for my Graduation Project a low price Navigation device, using Android as Operating System I tried the Native Google's Map-view Control, but it works only Online .. and of-course I want to store maps for offline navigation So.. I want a map provider (like OpenStreetMap) that : I can use offline Contain Searchable Street names (not only a rendered image) for commercial use Free or at low price The problem with OpenStreetMap that it doesn't provide detailed map for most cities in Egypt.

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  • Efficient Map Overlays in on Android Google Map...

    - by Ahsan
    Hi Friends, I want to do the following and am kind of stuck on these for a few days.... 1) I have used helloItemizedOverlay to add about 150 markers and it gets very very slow.....any idea what to do ? I was thinking about threads....(handler) ... 2) I was trying to draw poly lines ( I have encoded polylines, but have managed to decoded those) that move when I move the map.....(the only solution that I found was for Geopoints to be transformed into screen co-ordinates...which wont move if I move the map !) 3) I was looking for some sort of a timer function that executes a given function, say, every 1 minute or so.... 4) I was also looking for ways to clear the Google map from all the markers/lines etc.... Thanks a lot... :) - ahsan

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  • apply a css style of a area on a image map

    - by aron
    Hello, Is there anyway to apply a css style of a area on a image map? Like here I have .notAvail I tried this and it did not work. <map name="SMap" id="SMap"> <area target="bottomFrame" class="notAvail" coords="104,58,120,72" title="Grand Ball Room: 1: C" alt="Grand Ball Room: 1: C" shape="rect"> </map>

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  • Bash: Correct way to Iterate over Map

    - by Lars Tackmann
    In Bash I can create a map (hashtable) with this common construction hput() { eval "$1""$2"='$3' } hget() { eval echo '${'"$1$2"'#hash}' } and then use it like this: hput capitols France Paris hput capitols Spain Madrid echo "$(hget capitols France)" But how do I best iterate over the entries in the map ?. For instance, in Java I would do: for (Map.Entry<String, String> entry : capitols.entrySet()) { System.out.println("Country " + entry.getKey() + " capital " + entry.getValue()); } is there a common way of accomplishing something similar in Bash ?.

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  • How to concat two c++ map

    - by Niklas
    Hello, Anybody knows how to concat these two map: map1: map map2: map I just want to add map2 to map1 and keep all elements already in map1 i.e. add map2 at the end of map1. I'v tried map1.insert(map2.begin(), map2.end()) but it does not work since it overwrites old elements in map1. thx, /Niklas

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  • Free Offline Map Provider (and not OpenStreetMaps)

    - by Radian
    I am making for my Graduation Project a low price Navigation device, using Android as Operating System I tried the Native Google's Map-view Control, but it works only Online .. and of-course I want to store maps for offline navigation So.. I want a map provider (like OpenStreetMaps) that : I can use offline Contain Searchable Street names (not only a rendered image) for commercial use Free or at low price The problem with OpenStreetMaps that it doesn't provide detailed map for most cities in Egypt.

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  • STL map--> sort by value?

    - by Charlie Epps
    Hi I wonder how can I implement the STL map sorting by value. For example, I have a map m map<int, int>; m[1] = 10; m[2] = 5; m[4] = 6; m[6] = 1; and then.. I'd like to sort that with the m's value. So, if I print the map, I'd like to get the result like m[6] = 1 m[2] = 5 m[4] = 6 m[1] = 10 this. How can I sort like this way? Is there any way that I can deal with the key and value with sorted values?

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  • Java fixed memory map

    - by juber
    Hi, Is there a simple, efficient Map implementation that allows a limit on the memory to be used by the map. My use case is that I want to allocate dynamically most of the memory available at the time of its creation but I don't want OutOFMemoryError at any time in future. Basically, I want to use this map as a cache, but but I wanna avoid heavy cache implementations like EHCache. My need is simple (at most an LRU algorithm)

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  • Best way to code this, string to map conversion in Groovy

    - by Daxon
    I have a string like def data = "session=234567893egshdjchasd&userId=12345673456&timeOut=1800000" I want to convert it to a map ["session", 234567893egshdjchasd] ["userId", 12345673456] ["timeout", 1800000] This is the current way I am doing it, def map = [:] data.splitEachLine("&"){ it.each{ x -> def object = x.split("=") map.put(object[0], object[1]) } } It works, but is there a more efficient way?

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  • Loop through a Map with JSTL

    - by Dean
    I'm looking to have JSTL loop through a Map and output the value of the key and it's value. For example I have a Map which can have any number of entries, i'd like to loop through this map using JSTL and output both the key and it's value. I know how to access the value using the key, ${myMap['keystring']}, but how do I access the key?

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  • Custom Memory Allocator for STL map

    - by Prasoon Tiwari
    This question is about construction of instances of custom allocator during insertion into a std::map. Here is a custom allocator for std::map<int,int> along with a small program that uses it: #include <stddef.h> #include <stdio.h> #include <map> #include <typeinfo> class MyPool { public: void * GetNext() { return malloc(24); } void Free(void *ptr) { free(ptr); } }; template<typename T> class MyPoolAlloc { public: static MyPool *pMyPool; typedef size_t size_type; typedef ptrdiff_t difference_type; typedef T* pointer; typedef const T* const_pointer; typedef T& reference; typedef const T& const_reference; typedef T value_type; template<typename X> struct rebind { typedef MyPoolAlloc<X> other; }; MyPoolAlloc() throw() { printf("-------Alloc--CONSTRUCTOR--------%08x %32s\n", this, typeid(T).name()); } MyPoolAlloc(const MyPoolAlloc&) throw() { printf(" Copy Constructor ---------------%08x %32s\n", this, typeid(T).name()); } template<typename X> MyPoolAlloc(const MyPoolAlloc<X>&) throw() { printf(" Construct T Alloc from X Alloc--%08x %32s %32s\n", this, typeid(T).name(), typeid(X).name()); } ~MyPoolAlloc() throw() { printf(" Destructor ---------------------%08x %32s\n", this, typeid(T).name()); }; pointer address(reference __x) const { return &__x; } const_pointer address(const_reference __x) const { return &__x; } pointer allocate(size_type __n, const void * hint = 0) { if (__n != 1) perror("MyPoolAlloc::allocate: __n is not 1.\n"); if (NULL == pMyPool) { pMyPool = new MyPool(); printf("======>Creating a new pool object.\n"); } return reinterpret_cast<T*>(pMyPool->GetNext()); } //__p is not permitted to be a null pointer void deallocate(pointer __p, size_type __n) { pMyPool->Free(reinterpret_cast<void *>(__p)); } size_type max_size() const throw() { return size_t(-1) / sizeof(T); } void construct(pointer __p, const T& __val) { printf("+++++++ %08x %s.\n", __p, typeid(T).name()); ::new(__p) T(__val); } void destroy(pointer __p) { printf("-+-+-+- %08x.\n", __p); __p->~T(); } }; template<typename T> inline bool operator==(const MyPoolAlloc<T>&, const MyPoolAlloc<T>&) { return true; } template<typename T> inline bool operator!=(const MyPoolAlloc<T>&, const MyPoolAlloc<T>&) { return false; } template<typename T> MyPool* MyPoolAlloc<T>::pMyPool = NULL; int main(int argc, char *argv[]) { std::map<int, int, std::less<int>, MyPoolAlloc<std::pair<const int,int> > > m; //random insertions in the map m.insert(std::pair<int,int>(1,2)); m[5] = 7; m[8] = 11; printf("======>End of map insertions.\n"); return 0; } Here is the output of this program: -------Alloc--CONSTRUCTOR--------bffcdaa6 St4pairIKiiE Construct T Alloc from X Alloc--bffcda77 St13_Rb_tree_nodeISt4pairIKiiEE St4pairIKiiE Copy Constructor ---------------bffcdad8 St13_Rb_tree_nodeISt4pairIKiiEE Destructor ---------------------bffcda77 St13_Rb_tree_nodeISt4pairIKiiEE Destructor ---------------------bffcdaa6 St4pairIKiiE ======Creating a new pool object. Construct T Alloc from X Alloc--bffcd9df St4pairIKiiE St13_Rb_tree_nodeISt4pairIKiiEE +++++++ 0985d028 St4pairIKiiE. Destructor ---------------------bffcd9df St4pairIKiiE Construct T Alloc from X Alloc--bffcd95f St4pairIKiiE St13_Rb_tree_nodeISt4pairIKiiEE +++++++ 0985d048 St4pairIKiiE. Destructor ---------------------bffcd95f St4pairIKiiE Construct T Alloc from X Alloc--bffcd95f St4pairIKiiE St13_Rb_tree_nodeISt4pairIKiiEE +++++++ 0985d068 St4pairIKiiE. Destructor ---------------------bffcd95f St4pairIKiiE ======End of map insertions. Construct T Alloc from X Alloc--bffcda23 St4pairIKiiE St13_Rb_tree_nodeISt4pairIKiiEE -+-+-+- 0985d068. Destructor ---------------------bffcda23 St4pairIKiiE Construct T Alloc from X Alloc--bffcda43 St4pairIKiiE St13_Rb_tree_nodeISt4pairIKiiEE -+-+-+- 0985d048. Destructor ---------------------bffcda43 St4pairIKiiE Construct T Alloc from X Alloc--bffcda43 St4pairIKiiE St13_Rb_tree_nodeISt4pairIKiiEE -+-+-+- 0985d028. Destructor ---------------------bffcda43 St4pairIKiiE Destructor ---------------------bffcdad8 St13_Rb_tree_nodeISt4pairIKiiEE Last two columns of the output show that an allocator for std::pair<const int, int> is constructed everytime there is a insertion into the map. Why is this necessary? Is there a way to suppress this? Thanks! Edit: This code tested on x86 machine with g++ version 4.1.2. If you wish to run it on a 64-bit machine, you'll have to change at least the line return malloc(24). Changing to return malloc(48) should work.

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  • c++ std::map question about iterator order

    - by jbu
    Hi all, I am a C++ newbie trying to use a map so I can get constant time lookups for the find() method. The problem is that when I use an iterator to go over the elements in the map, elements do not appear in the same order that they were placed in the map. Without maintaining another data structure, is there a way to achieve in order iteration while still retaining the constant time lookup ability? Please let me know. Thanks, jbu edit: thanks for letting me know map::find() isn't constant time.

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  • Highlight polygon and tint rest of map using Google Maps

    - by Haes
    Hi, I'd like to display a highlighted polygon using Google Maps. The idea is that the polygon in question would be displayed normally and the rest of the map should be darkened a little bit. Here's an example image what I would like to accomplish with a polygon from Austria: Unfortunately, I'm a complete rookie when it comes to Google Maps API's and map stuff in general. So, is this even possible do this with Google Map API's? If yes, with what version (v2, v3)? Would it be easier to do it with other map toolkits, like openlayers? PS: One idea I had, was to build an inverse polygon (in this example, the whole world minus the shape of austria) and then display a black colored overlay with transparency using this inverted polygon. But that seems to be quite complicated to me.

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  • C++ STL map.find() not finding my stuff

    - by Joe
    Hello, I have constructed a map and loaded it with data. If I iterate over all the elements I see they are all valid. However, the find method doesn't find my item. I'm sure it's something stupid I am doing. Here is snippet: // definitions // I am inserting a person class and using the firstname as the key typedef std::map<char*,Person *> mapType; mapType _myMap; mapType::iterator _mapIter; ... Person *pers = new Person(FirstName, LastName, Address, Phone); _myMap.insert(make_pair(pers->firstName, pers); ... ...later.... _mapIter = _myMap.find(firstName); // returns map.end _mapIter = _myMap.find("joe"); // returns map.end and I have no idea why :(

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  • Access to map data

    - by herzl shemuelian
    I have a complex map that defined typedef short short1 typedef short short2 typedef map<short1,short2> data_list; typedef map<string,list> table_list; I have a class that fill table_list class GroupingClass { table_list m_table_list; string Buildkey(OD e1){ string ostring; ostring+=string(e1.m_Date,sizeof(Date)); ostring+=string(e1.m_CT,sizeof(CT)); ostring+=string(e1.m_PT,sizeof(PT)); return ostring; } void operator() (const map<short1,short2>::value_type& myPair) { OptionsDefine e1=myPair.second; string key=Buildkey(e1); m_table_list[key][e1.m_short2]=e1.m_short2; } operator table_list() { return m_table_list; } }; and I use it by table_list TL2 GroupingClass gc; TL2=for_each(mapOD.begin(), mapOD.end(), gc); but when I try to access to internal map I have problems for example data_list tmp; tmp=TL2["AAAA"]; short i=tmp[1]; //I dont update i variable but if i use a loop by itrator this work properly why this no work at first way thanks herzl

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  • How to replace a multipart message schema in a map without replacing the map

    - by BizTalkMama
    I have an orchestration map that maps two source messages into one destination message. When the schema for one of the source messages changes, I was hoping to be able to click on the input message part and select "Replace Schema" to refresh the schema for just the message part affected. Instead I can only replace the entire multipart message schema with the single message part schema. My only other option seems to be to generate a new map from the orchestration transform shape, but this means I have to recreate all the links in my map... Does anyone know of a more efficient way to update this type of schema?

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  • Displaying Map ONLY when the button is clicked in Xcode

    - by Susanth
    Hi, I am developing an iPhone application using XCode and I am kinda stuck with the functionality described in the subject of this post. I want the map(using MapKit) to only load and display after I click a button. So, what code should I have under that my "(IBAction) showMap" function? Whatever I could find online talks about unhiding the map. I want to only load the map when a button is clicked rather than loading the map in the background and simply unhiding it the click of the the button. Thanks ! ~Susanth

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  • C++: Accessing std::map keys and values

    - by Jay
    How do you access an std::vector of the keys or values of an std::map? Thanks. Edit: I would like to access the actual elements, not just copies of their contents. essentially I want a reference, not a copy. This is essentially what I am wanting to do: std::map<std::string, GLuint> textures_map; // fill map glGenTextures( textures_map.size(), &textures_map.access_values_somehow[0] );

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