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  • Trouble with Unions in C program.

    - by Jordan S
    I am working on a C program that uses a Union. The union definition is in FILE_A header file and looks like this... // FILE_A.h**************************************************** xdata union { long position; char bytes[4]; }CurrentPosition; If I set the value of CurrentPosition.position in FILE_A.c and then call a function in FILE_B.c that uses the union, the data in the union is back to Zero. This is demonstrated below. // FILE_A.c**************************************************** int main.c(void) { CurrentPosition.position = 12345; SomeFunctionInFileB(); } // FILE_B.c**************************************************** void SomeFunctionInFileB(void) { // After the following lines execute I see all zeros in the flash memory. WriteByteToFlash(CurrentPosition.bytes[0]; WriteByteToFlash(CurrentPosition.bytes[1]; WriteByteToFlash(CurrentPosition.bytes[2]; WriteByteToFlash(CurrentPosition.bytes[3]; } Now, If I pass a long to SomeFunctionInFileB(long temp) and then store it into CurrentPosition.bytes within that function, and finally call WriteBytesToFlash(CurrentPosition.bytes[n]... it works just fine. It appears as though the CurrentPosition Union is not global. So I tried changing the union definition in the header file to include the extern keyword like this... extern xdata union { long position; char bytes[4]; }CurrentPosition; and then putting this in the source (.c) file... xdata union { long position; char bytes[4]; }CurrentPosition; but this causes a compile error that says: C:\SiLabs\Optec Programs\AgosRot\MotionControl.c:76: error 91: extern definition for 'CurrentPosition' mismatches with declaration. C:\SiLabs\Optec Programs\AgosRot\/MotionControl.h:48: error 177: previously defined here So what am I doing wrong? How do I make the union global?

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  • Null Pointer Exception in Primavera P6 8.1

    - by gwrichard
    I am getting a null pointer exception in a Primavera P6 8.1 installation. The exception only occurs in one section of the web-client: Application settings.P6 web and the P6 API are deployed on the same WebLogic (10.3.5) node running on a Windows Server 2008 R2 installation. I have done this installation using this same software stack a dozen times and don't have this issue on any of the other installs. Exact error below: Match: beginTraversal Match: digest selected JREDesc: JREDesc[version 1.6.0_20+, heap=-1--1, args=null, href=http://java.sun.com/products/autodl/j2se, sel=false, null, null], JREInfo: JREInfo for index 0: platform is: 1.7 product is: 1.7.0_17 location is: http://java.sun.com/products/autodl/j2se path is: C:\Program Files (x86)\Java\jre7\bin\javaw.exe args is: null native platform is: Windows, x86 [ x86, 32bit ] JavaFX runtime is: JavaFX 2.2.7 found at C:\Program Files (x86)\Java\jre7\ enabled is: true registered is: true system is: true Match: ignoring maxHeap: -1 Match: ignoring InitHeap: -1 Match: digesting vmargs: null Match: digested vmargs: [JVMParameters: isSecure: true, args: ] Match: JVM args after accumulation: [JVMParameters: isSecure: true, args: ] Match: digest LaunchDesc: http://localhost:7001/p6/action/jnlp/appletsjnlp.jnlp?mainClass=com.primavera.pvapplets.adminpreferences.AdminPreferencesApplet&classPath=adminpreferences.jar,prm-applets-common.jar,forms-1.0.7.jar,prm-guisupport.jar,prm-to.jar,jide.jar,tablesupport.jar,formsupport.jar,applets-bo.jar,commons-lang.jar,prm-common.jar,resource_strings.jar,prm-img.jar,commons-logging.jar&name=AdminPreferences&version=8.1.2.0.0602 Match: digest properties: [] Match: JVM args: [JVMParameters: isSecure: true, args: ] Match: endTraversal .. Match: JVM args final: Match: Running JREInfo Version match: 1.7.0.17 == 1.7.0.17 Match: Running JVM args match: have:<> satisfy want:<> Java Plug-in 10.17.2.02 Using JRE version 1.7.0_17-b02 Java HotSpot(TM) Client VM User home directory = C:\Users\gwrichard ---------------------------------------------------- c: clear console window f: finalize objects on finalization queue g: garbage collect h: display this help message l: dump classloader list m: print memory usage o: trigger logging q: hide console r: reload policy configuration s: dump system and deployment properties t: dump thread list v: dump thread stack x: clear classloader cache 0-5: set trace level to <n> ----------------------------------------------------

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  • How to accommodate for the iPhone 4 screen resolution?

    - by dontWatchMyProfile
    This is a programming question! Read on before you vote to close! According to Apple, the iPhone 4 has a new and better screen resolution: 3.5-inch (diagonal) widescreen Multi-Touch display 960-by-640-pixel resolution at 326 ppi This little detail affects our apps in a heavy way. Most of the demo apps on the net have one thing in common: They position views in the believe that the screen has a fixed size of 320 x 480 pixels. So what most -if not all- developers do is: They designed everything in such a way, that a touchable area is -for example- 50 x 50 pixels big. Just enough to tap it. Things have been positioned relative to the upper left, to reach a specific position on screen - let's say the center, or somewhere at the bottom. Edit: It seems Apple has integrated an switch that allows to tell if an app is highRes or not. Nice. When we develop high-resolution apps, they probably won't work on older devices. And if they do, they would suffer a lot from 4-times the size of any image, having to scale them down in memory.

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  • Doubts about .NET Garbage Collector

    - by Smjert
    I've read some docs about the .NET Garbage Collector but i still have some doubts (examples in C#): 1)Does GC.Collect() call a partial or a full collection? 2)Does a partial collection block the execution of the "victim" application? If yes.. then i suppose this is a very "light" things to do since i'm running a game server that uses 2-3GB of memory and i "never" have execution stops (or i can't see them..). 3)I've read about GC roots but still can't understand how exactly they works. Suppose that this is the code (C#): MyClass1: [...] public List<MyClass2> classList = new List<MyClass2>(); [...] Main: main() { MyClass1 a = new MyClass1(); MyClass2 b = new MyClass2(); a.classList.Add(b); b = null; DoSomeLongWork(); } Will b ever be eligible to be garbage collected(before the DoSomeLongWork finishes)? The reference to b that classList contains, can it be considered a root? Or a root is only the first reference to the instance? (i mean, b is the root reference because the instantiation happens there).

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  • Should the code being tested compile to a DLL or an executable file?

    - by uriDium
    I have a solution with two projects. One for project for the production code and another project for the unit tests. I did this as per the suggestions I got here from SO. I noticed that in the Debug Folder that it includes the production code in executable form. I used NUnit to run the tests after removing the executable and they all fail trying to find the executable. So it definitely is trying to find it. I then did a quick read to find out which is better, a DLL or an executable. It seems that an DLL is much faster as they share memory space where communication between executables is slower. Unforunately our production code needs to be an exectuable. So the unit tests will be slightly slower. I am not too worried about that. But the project does rely on code written in another library which is also in executable format at the moment. Should the projects that expose some sort of SDK rather be compiled to an DLL and then the projects that use the SDK be compiled to executable?

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  • how to implement a sparse_vector class

    - by Neil G
    I am implementing a templated sparse_vector class. It's like a vector, but it only stores elements that are different from their default constructed value. So, sparse_vector would store the index-value pairs for all indices whose value is not T(). I am basing my implementation on existing sparse vectors in numeric libraries-- though mine will handle non-numeric types T as well. I looked at boost::numeric::ublas::coordinate_vector and eigen::SparseVector. Both store: size_t* indices_; // a dynamic array T* values_; // a dynamic array int size_; int capacity_; Why don't they simply use vector<pair<size_t, T>> data_; My main question is what are the pros and cons of both systems, and which is ultimately better? The vector of pairs manages size_ and capacity_ for you, and simplifies the accompanying iterator classes; it also has one memory block instead of two, so it incurs half the reallocations, and might have better locality of reference. The other solution might search more quickly since the cache lines fill up with only index data during a search. There might also be some alignment advantages if T is an 8-byte type? It seems to me that vector of pairs is the better solution, yet both containers chose the other solution. Why?

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  • How to call functions inside a C dll which take pointers as arguments from C#

    - by AndrejaKo
    Hi people, this is my first post here! I'm trying to make a windows forms program using C# which will use a precompiled C library. It will access a smart card and provide output from it. For the library, I have a .dll, .lib and .h and no source. In the .h file there are several structs defined. Most interesting functions of the .dll expect pointers to allocated structs as arguments. I've been calling functions inside the .dll like this: For example function EID_API int WINAPI EidStartup(int nApiVersion); would be called like this [DllImport("CelikApi.dll")]//the name of the .dll public static extern int EidStartup(int nApiVersion); Now my problem is that I can't find equivalent of C's pointers which point to dynamically allocated structures in memory in C#, so I don't know what to pass as argument to functions which take C pointers. I don't have much experience in C#, but to me its use looked as the easiest way of making the program I need. I tried with C++, but Visual Studio 2010 doesn't have IntelliSense for C++/CLR. If you can point me to something better, feel free to do so.

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  • Getting a nicely formatted timestamp without lots of overhead?

    - by Brad Hein
    In my app I have a textView which contains real-time messages from my app, as things happen, messages get printed to this text box. Each message is time-stamped with HH:MM:SS. Up to now, I had also been chasing what seemed to be a memory leak, but as it turns out, it's just my time-stamp formatting method (see below), It apparently produces thousands of objects that later get gc'd. For 1-10 messages per second, I was seeing 500k-2MB of garbage collected every second by the GC while this method was in place. After removing it, no more garbage problem (its back to a nice interval of about 30 seconds, and only a few k of junk typically) So I'm looking for a new, more lightweight method for producing a HH:MM:SS timestamp string :) Old code: /** * Returns a string containing the current time stamp. * @return - a string. */ public static String currentTimeStamp() { String ret = ""; Date d = new Date(); SimpleDateFormat timeStampFormatter = new SimpleDateFormat("hh:mm:ss"); ret = timeStampFormatter.format(d); return ret; }

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  • Interface for reading variable length files with header and footer.

    - by John S
    I could use some hints or tips for a decent interface for reading file of special characteristics. The files in question has a header (~120 bytes), a body (1 byte - 3gb) and a footer (4 bytes). The header contains information about the body and the footer is only a simple CRC32-value of the body. I use Java so my idea was to extend the "InputStream" class and add a constructor such as "public MyInStream( InputStream in)" where I immediately read the header and the direct the overridden read()'s the body. Problem is, I can't give the user of the class the CRC32-value until the whole body has been read. Because the file can be 3gb large, putting it all in memory is a be an idea. Reading it all in to a temporary file is going to be a performance hit if there are many small files. I don't know how large the file is because the InputStream doesn't have to be a file, it could be a socket. Looking at it again, maybe extending InputStream is a bad idea. Thank you for reading the confused thoughts of a tired programmer. :)

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  • Is my objective possible using WCF (and is it the right way to do things?)

    - by David
    I'm writing some software that modifies a Windows Server's configuration (things like MS-DNS, IIS, parts of the filesystem). My design has a server process that builds an in-memory object graph of the server configuration state and a client which requests this object graph. The server would then serialize the graph, send it to the client (presumably using WCF), the server then makes changes to this graph and sends it back to the server. The server receives the graph and proceeds to make modifications to the server. However I've learned that object-graph serialisation in WCF isn't as simple as I first thought. My objects have a hierarchy and many have parametrised-constructors and immutable properties/fields. There are also numerous collections, arrays, and dictionaries. My understanding of WCF serialisation is that it requires use of either the XmlSerializer or DataContractSerializer, but DCS places restrictions on the design of my object-graph (immutable data seems right-out, it also requires parameter-less constructors). I understand XmlSerializer lets me use my own classes provided they implement ISerializable and have the de-serializer constructor. That is fine by me. I spoke to a friend of mine about this, and he advocates going for a Data Transport Object-only route, where I'd have to maintain a separate DataContract object-graph for the transport of data and re-implement my server objects on the client. Another friend of mine said that because my service only has two operations ("GetServerConfiguration" and "PutServerConfiguration") it might be worthwhile just skipping WCF entirely and implementing my own server that uses Sockets. So my questions are: Has anyone faced a similar problem before and if so, are there better approaches? Is it wise to send an entire object graph to the client for processing? Should I instead break it down so that the client requests a part of the object graph as it needs it and sends only bits that have changed (thus reducing concurrency-related risks?)? If sending the object-graph down is the right way, is WCF the right tool? And if WCF is right, what's the best way to get WCF to serialise my object graph?

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  • How can I SETF an element in a tree by an accessor?

    - by Willi Ballenthin
    We've been using Lisp in my AI course. The assignments I've received have involved searching and generating tree-like structures. For each assignment, I've ended up writing something like: (defun initial-state () (list 0 ; score nil ; children 0 ; value 0)) ; something else and building my functions around these "states", which are really just nested lists with some loosely defined structure. To make the structure more rigid, I've tried to write accessors, such as: (defun state-score ( state ) (nth 2 state)) This works for reading the value (which should be all I need to do in a nicely functional world. However, as time crunches, and I start to madly hack, sometimes I want a mutable structure). I don't seem to be able to SETF the returned ...thing (place? value? pointer?). I get an error with something like: (setf (state-score *state*) 10) Sometimes I seem to have a little more luck writing the accessor/mutator as a macro: (defmacro state-score ( state ) `(nth 2 ,state)) However I don't know why this should be a macro, so I certainly shouldn't write it as a macro (except that sometimes it works. Programming by coincidence is bad). What is an appropriate strategy to build up such structures? More importantly, where can I learn about whats going on here (what operations affect the memory in what way)?

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  • Strategy for animating a lot of "LED's" - thread?, UIView animations? NSOperation? (iPhone)

    - by RickiG
    Hi I have to do some different views containing 72 LED lights. I built an LED Class so I can loop through the LED's and set them to different colors (Green, Red, Orange, Blue None etc.). The LED then loads the appropriate .png. This works fine, I loop over the LED's and set them. Now I know that at some time they will need to not just turn on/off change color, but will have to turn on with a small delay. Like an equalizer. I have a 5-10 views containing the 72 LED's and I would like to achieve the above with the minimum amount of memory/CPU strain. for(LED *l in self.ledArray) { [l display:Green]; } I simply loop as shown above and inside the LED is a switch case that does the correct logic. If this were actual LED's and a microController I would use sleep(100) or similar in the loop, but I would really like to avoid stuff like that for obvious reasons. I was thinking that doing a performOnThread withDelay would really be consuming, so would UIView animation changing the alpha and NSOperation would also be a lot of lifting for a small feature. Is there a both efficient and clever way to go around this? Thanks for any inspiration given:)

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  • Float compile-time calculation not happening?

    - by Klaim
    A little test program: #include <iostream> const float TEST_FLOAT = 1/60; const float TEST_A = 1; const float TEST_B = 60; const float TEST_C = TEST_A / TEST_B; int main() { std::cout << TEST_FLOAT << std::endl; std::cout << TEST_C << std::endl; std::cin.ignore(); return 0; } Result : 0 0.0166667 Tested on Visual Studio 2008 & 2010. I worked on other compilers that, if I remember well, made the first result like the second result. Now my memory could be wrong, but shouldn't TEST_FLOAT have the same value than TEST_C? If not, why? Is TEST_C value resolved at compile time or at runtime? I always assumed the former but now that I see those results I have some doubts...

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  • C# creating a Class, having objects as member variables? I think the objects are garbage collecte

    - by Bryan
    So I have a class that has the following member variables. I have get and set functions for every piece of data in this class. public class NavigationMesh { public Vector3 node; int weight; bool isWall; bool hasTreasure; public NavigationMesh(int x, int y, int z, bool setWall, bool setTreasure) { //default constructor //Console.WriteLine(x + " " + y + " " + z); node = new Vector3(x, y, z); //Console.WriteLine(node.X + " " + node.Y + " " + node.Z); isWall = setWall; hasTreasure = setTreasure; weight = 1; }// end constructor public float getX() { Console.WriteLine(node.X); return node.X; } public float getY() { Console.WriteLine(node.Y); return node.Y; } public float getZ() { Console.WriteLine(node.Z); return node.Z; } public bool getWall() { return isWall; } public void setWall(bool item) { isWall = item; } public bool getTreasure() { return hasTreasure; } public void setTreasure(bool item) { hasTreasure = item; } public int getWeight() { return weight; } }// end class In another class, I have a 2-Dim array that looks like this NavigationMesh[,] mesh; mesh = new NavigationMesh[502,502]; I use a double for loop to assign this, my problem is I cannot get the data I need out of the Vector3 node object after I create this object in my array with my "getters". I've tried making the Vector3 a static variable, however I think it refers to the last instance of the object. How do I keep all of these object in memory? I think there being garbage collected. Any thoughts?

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  • Winsock WSAAsyncSelect sending without an infinite buffer

    - by Xexr
    Hi, This is more of a design question than a specific code question, I'm sure I am missing the obvious, I just need another set of eyes. I am writing a multi-client server based on WSAAsyncSelect, each connection is made into an object of a connection class I have written which contains associated settings and buffers etc. My question concerns FD_WRITE, I understand how it operates: One FD_WRITE is sent immediately after a connection is established. Thereafter, you should send until WSAEWOULDBLOCK is received at which point you store what is left to send in a buffer, and wait to be told that it is ok to send again. This is where I have a problem, how large do I make this holding buffer within each connections object? The amount of time until a new FD_WRITE is received is unknown, I could be attempting to send a lot of stuff during this period, all the time adding to my outgoing buffer. If I make the buffer dynamic, memory usage could spiral out of control if for whatever reason, I am unable to send() and reduce the buffer. So my question is how do you generally handle this situation? Note I am not talking about the network buffer itself which winsock uses, but one of my own creation used to "queue" up sends. Hope I explained that well enough, thanks all!

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  • Accessing Members of Containing Objects from Contained Objects.

    - by Bunkai.Satori
    If I have several levels of object containment (one object defines and instantiates another object which define and instantiate another object..), is it possible to get access to upper, containing - object variables and functions, please? Example: class CObjectOne { public: CObjectOne::CObjectOne() { Create(); }; void Create(); std::vector<ObjectTwo>vObejctsTwo; int nVariableOne; } bool CObjectOne::Create() { CObjectTwo ObjectTwo(this); vObjectsTwo.push_back(ObjectTwo); } class CObjectTwo { public: CObjectTwo::CObjectTwo(CObjectOne* pObject) { pObjectOne = pObject; Create(); }; void Create(); CObjectOne* GetObjectOne(){return pObjectOne;}; std::vector<CObjectTrhee>vObjectsTrhee; CObjectOne* pObjectOne; int nVariableTwo; } bool CObjectTwo::Create() { CObjectThree ObjectThree(this); vObjectsThree.push_back(ObjectThree); } class CObjectThree { public: CObjectThree::CObjectThree(CObjectTwo* pObject) { pObjectTwo = pObject; Create(); }; void Create(); CObjectTwo* GetObjectTwo(){return pObjectTwo;}; std::vector<CObjectsFour>vObjectsFour; CObjectTwo* pObjectTwo; int nVariableThree; } bool CObjectThree::Create() { CObjectFour ObjectFour(this); vObjectsFour.push_back(ObjectFour); } main() { CObjectOne myObject1; } Say, that from within CObjectThree I need to access nVariableOne in CObjectOne. I would like to do it as follows: int nValue = vObjectThree[index].GetObjectTwo()->GetObjectOne()->nVariable1; However, after compiling and running my application, I get Memory Access Violation error. What is wrong with the code above(it is example, and might contain spelling mistakes)? Do I have to create the objects dynamically instead of statically? Is there any other way how to achieve variables stored in containing objects from withing contained objects?

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  • C++: is it safe to work with std::vectors as if they were arrays?

    - by peoro
    I need to have a fixed-size array of elements and to call on them functions that require to know about how they're placed in memory, in particular: functions like glVertexPointer, that needs to know where the vertices are, how distant they are one from the other and so on. In my case vertices would be members of the elements to store. to get the index of an element within this array, I'd prefer to avoid having an index field within my elements, but would rather play with pointers arithmetic (ie: index of Element *x will be x - & array[0]) -- btw, this sounds dirty to me: is it good practice or should I do something else? Is it safe to use std::vector for this? Something makes me think that an std::array would be more appropriate but: Constructor and destructor for my structure will be rarely called: I don't mind about such overhead. I'm going to set the std::vector capacity to size I need (the size that would use for an std::array, thus won't take any overhead due to sporadic reallocation. I don't mind a little space overhead for std::vector's internal structure. I could use the ability to resize the vector (or better: to have a size chosen during setup), and I think there's no way to do this with std::array, since its size is a template parameter (that's too bad: I could do that even with an old C-like array, just dynamically allocating it on the heap). If std::vector is fine for my purpose I'd like to know into details if it will have some runtime overhead with respect to std::array (or to a plain C array): I know that it'll call the default constructor for any element once I increase its size (but I guess this won't cost anything if my data has got an empty default constructor?), same for destructor. Anything else?

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  • SIGABRT on iPhone when changing xib

    - by Boz
    I've just finished off an app for the iPhone which, until today, ran fine on the iPhone simulator and actual devices. I tried changing the xib which is loaded in the applicationDidFinishLaunching method in my application delegate class - all I did was change the string in initWithNibName. When I launch the app on the simulator, the Default.png image is shown, then the app crashes with an uncaught exception. When running on a device, the Default.png image is shown for about 10 seconds, the UI is never loaded and I get 'GDB: Program received signal: "SIGABRT".' on the Xcode status bar. Debugging shows that applicationDidFinishLaunching is never actually reached before the app crashes. Setting the starting xib back to the original solves the issue, but now I've made a change and saved it in the Interface Builder and the app shows the same issues as above - I've made no code changes at all. Is this a memory issue, or a known issue of a common mistake? NOTE: I've made no code changes whatsoever, and the only changes I've made to the xib are cosmetic, the IBOutlets are all intact.

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  • Loading Jscript files into Firefox extension

    - by colon3l
    Hi ! Let's get directly to the problem : I'm actually doing a firefox extension in which i would like to implement the jWebsocket API in order to build a small chat. I got my main script file, named test.js, and the jWebsocket lib into a js folder. Just for you to know, this is my first firefox extension ever. So in my XUL file I got this (for the script part only of course, the interface code is not shown) : <overlay id="test-overlay" xmlns="http://www.mozilla.org/keymaster/gatekeeper/there.is.only.xul"> <script type="application/x-javascript" src="chrome://test/content/test.js" /> <script type="application/x-javascript" src="chrome://test/content/js/jwebsocket.js" /> jwebsocket.js being the file I need to call according to jWebsocket website. In my main script file test.js I start with : if (jws.browserSupportsWebSockets()) { jWebSocketClient = new jws.jWebSocketJSONClient(); } else { var lMsg = jws.MSG_WS_NOT_SUPPORTED; alert(lMsg); } jws being the namespace created into the jwebsocket.js file. Of course I've got the required stand-alone server running in background, and working. So from what I understood looking on various websites, is that if a js file is loaded into the javascript allocated memory space (with the tag), all namespace/function should be available between each file. But this was mostly for HTML-oriented issues, so I'm not sure if it applies to XUL/Firefox environment. But the script keep failing at the first jws call. Any ideas on what goes wrong here ? I'm stuck for 2 days now :/

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  • OpenGL equivalent of GDI's HatchBrush or PatternBrush?

    - by Ptah- Opener of the Mouth
    I have a VB6 application (please don't laugh) which does a lot of drawing via BitBlt and the standard VB6 drawing functions. I am running up against performance issues (yes, I do the regular tricks like drawing to memory). So, I decided to investigate other ways of drawing, and have come upon OpenGL. I've been doing some experimenting, and it seems straightforward to do most of what I want; the application mostly only uses very simple drawing -- relatively large 2D rectangles of solid colors and such -- but I haven't been able to find an equivalent to something like a HatchBrush or PatternBrush. More specifically, I want to be able to specify a small monochrome pixel pattern, choose a color, and whenever I draw a polygon (or whatever), instead of it being solid, have it automatically tiled with that pattern, not translated or rotated or skewed or stretched, with the "on" bits of the pattern showing up in the specified color, and the "off" bits of the pattern left displaying whatever had been drawn under the area that I am now drawing on. Obviously I could do all the calculations myself. That is, instead of drawing as a polygon which will somehow automatically be tiled for me, I could calculate all of the lines or pixels or whatever that actually need to be drawn, then draw them as lines or pixels or whatever. But is there an easier way? Like in GDI, where you just say "draw this polygon using this brush"? I am guessing that "textures" might be able to accomplish what I want, but it's not clear to me (I'm totally new to this and the documentation I've found is not entirely obvious); it seems like textures might skew or translate or stretch the pattern, based upon the vertices of the polygon? Whereas I want the pattern tiled. Is there a way to do this, or something like it, other than brute force calculation of exactly the pixels/lines/whatever that need to be drawn? Thanks in advance for any help.

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  • Why do I get "request for member in something not a struct or union" from this code?

    - by pyroxene
    I'm trying to teach myself C by coding up a linked list. I'm new to pointers and memory management and I'm getting a bit confused. I have this code: /* Remove a node from the list and rejiggle the pointers */ void rm_node(struct node **listP, int index) { struct node *prev; struct node *n = *listP; if (index == 0) { *listP = *listP->next; free(n); return; } for (index; index > 0; index--) { n = n->next; if (index == 2) { prev = n; } } prev->next = n->next; free(n); } to remove an element from the list. If I want to remove the first node, I still need some way of referring to the list, which is why the listP arg is a double pointer, so it can point to the first element of the list and allow me to free the node that used to be the head. However, when I try to dereference listP to access the pointer to the next node, the compiler tells me error: request for member ‘next’ in something not a structure or union . What am I doing wrong here? I think I might be hopelessly mixed up..?

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  • Can't get screen pixel from a specific full screen game with any language?

    - by user1007059
    Okay, I know this might seem like I'm posting a duplicate question since I've asked something similar like a day ago HOWEVER, if anyone sees any problem with this, please read my question first before judging: Yesterday I tried getting a specific pixel from a fullscreen game in C#. I thought my C# code was faulty but when I tried with multiple full screen games today they all worked except for that specific game. I literally tried with 10 different full screen games, a couple being mmofps, mmorpg, mmotps, regular rpg games, regular shooters, regular action adventure games, etc. I tried with multiple programming languages, and with every game except that specific game I'm dealing with, it returns the pixel color to me like I wanted. So let me explain what I tried: first I tried returning an IntPtr with C# using GetDC(IntPtr.Zero) before invoking GetPixel(int x, int y) and then getting the color out of it. Then I tried using the Robot class in Java and using the getPixelColor(int x, int y) method. I also tried using GetDC(0) to return an HDC object in C++ and then invoking GetPixel(int x, int y) before again extracting the color. These three methods worked EXACTLY the same in every single game except that specific game I was talking about. They returned the pixel perfectly, and extracted the exact same color perfectly. I don't feel it's necessary to tell you the game name or anything, since you probably don't even know it, but what could possibly be causing this malfunction in 1 specific game? PS: The game ALWAYS returns an RGB color of: A = 255, R = 0, G = 0, B = 0. Also, I tried taking a snapshot of the game with the 3 programming languages, and then getting the pixel which actually works in all 3 languages, but since I need to get this pixel every 30 ms, it kind of makes my game lag a bit (+ I think it takes up a lot of memory)

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  • Java Concurrency : Volatile vs final in "cascaded" variables?

    - by Tom
    Hello Experts, is final Map<Integer,Map<String,Integer>> status = new ConcurrentHashMap<Integer, Map<String,Integer>>(); Map<Integer,Map<String,Integer>> statusInner = new ConcurrentHashMap<Integer, Map<String,Integer>>(); status.put(key,statusInner); the same as volatile Map<Integer,Map<String,Integer>> status = new ConcurrentHashMap<Integer, Map<String,Integer>>(); Map<Integer,Map<String,Integer>> statusInner = new ConcurrentHashMap<Integer, Map<String,Integer>>(); status.put(key,statusInner); in case the inner Map is accessed by different Threads? or is even something like this required: volatile Map<Integer,Map<String,Integer>> status = new ConcurrentHashMap<Integer, Map<String,Integer>>(); volatile Map<Integer,Map<String,Integer>> statusInner = new ConcurrentHashMap<Integer, Map<String,Integer>>(); status.put(key,statusInner); In case the it is NOT a "cascaded" map, final and volatile have in the end the same effect of making shure that all threads see always the correct contents of the Map... But what happens if the Map iteself contains a map, as in the example... How do I make shure that the inner Map is correctly "Memory barriered"? Tanks! Tom

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  • PHP GD imagecreatefromstring discards transparency

    - by meustrus
    I've been trying to get transparency to work with my application (which dynamically resizes images before storing them) and I think I've finally narrowed down the problem after much misdirection about imagealphablending and imagesavealpha. The source image is never loaded with proper transparency! // With this line, the output image has no transparency (where it should be // transparent, colors bleed out randomly or it's completely black, depending // on the image) $img = imagecreatefromstring($fileData); // With this line, it works as expected. $img = imagecreatefrompng($fileName); // Blah blah blah, lots of image resize code into $img2 goes here; I finally // tried just outputting $img instead. header('Content-Type: image/png'); imagealphablending($img, FALSE); imagesavealpha($img, TRUE); imagepng($img); imagedestroy($img); It would be some serious architectural difficulty to load the image from a file; this code is being used with a JSON API that gets queried from an iPhone app, and it's easier in this case (and more consistent) to upload images as base64-encoded strings in the POST data. Do I absolutely need to somehow store the image as a file (just so that PHP can load it into memory again)? Is there maybe a way to create a Stream from $fileData that can be passed to imagecreatefrompng?

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  • PHP in Wordpress Posts - Is this okay?

    - by Thomas
    I've been working with some long lists of information and I've come up with a good way to post it in various formats on my wordpress blog posts. I installed the exec-PHP plugin, which allows you to run php in posts. I then created a new table (NEWTABLE) in my wordpress database and filled that table with names, scores, and other stuff. I was then able to use some pretty simple code to display the information in a wordpress post. Below is an example, but you could really do whatever you wanted. My question is - is there a problem with doing this? with security? or memory? I could just type out all the information in each post, but this is really much nicer. Any thoughts are appreciated. <?php $theResult = mysql_query("SELECT * FROM NEWTABLE WHERE Score < 100 ORDER BY LastName"); while($row = mysql_fetch_array($theResult)) { echo $row['FirstName']; echo " " . $row['LastName']; echo " " . $row['Score']; echo "<br />"; } ?>

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