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  • segmentation fault for the simplest program??

    - by capex
    Hi, I am just starting out, but this piece of code is giving me a 'segmentation fault' and I can't find out what's wrong with it: #include<stdio.h> int main (void) { int number = 0; int lastDigit = 0; printf("Enter an integer: "); scanf("%d", number); number = number*10; printf("Number times ten is %d.\n", number); return 0; }

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  • boost.asio error on read from socket.

    - by niXman
    The following code of the client: typedef boost::array<char, 10> header_packet; header_packet header; boost::system::error_code error; ... /** send header */ boost::asio::write( _socket, boost::asio::buffer(header, header.size()), boost::asio::transfer_all(), error ); /** send body */ boost::asio::write( _socket, boost::asio::buffer(buffer, buffer.length()), boost::asio::transfer_all(), error ); of the server: struct header { boost::uint32_t header_length; boost::uint32_t id; boost::uint32_t body_length; }; static header unpack_header(const header_packet& data) { header hdr; sscanf(data.data(), "%02d%04d%04d", &hdr.header_length, &hdr.id, &hdr.body_length); return hdr; } void connection::start() { boost::asio::async_read( _socket, boost::asio::buffer(_header, _header.size()), boost::bind( &connection::read_header_handler, shared_from_this(), boost::asio::placeholders::error ) ); } /***************************************************************************/ void connection::read_header_handler(const boost::system::error_code& e) { if ( !e ) { std::cout << "readed header: " << _header.c_array() << std::endl; std::cout << constants::unpack_header(_header); boost::asio::async_read( _socket, boost::asio::buffer(_body, constants::unpack_header(_header).body_length), boost::bind( &connection::read_body_handler, shared_from_this(), boost::asio::placeholders::error ) ); } else { /** report error */ std::cout << "read header finished with error: " << e.message() << std::endl; } } /***************************************************************************/ void connection::read_body_handler(const boost::system::error_code& e) { if ( !e ) { std::cout << "readed body: " << _body.c_array() << std::endl; start(); } else { /** report error */ std::cout << "read body finished with error: " << e.message() << std::endl; } } On the server side the method read_header_handler() is called, but the method read_body_handler() is never called. Though the client has written down the data in a socket. The header is readed and decoded successfully. What's the error?

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  • c# event fires windows form incorrectly

    - by MikeW
    I'm trying to understand what's happening here. I have a CheckedListBox which contains some ticked and some un-ticked items. I'm trying to find a way of determining the delta in the selection of controls. I've tried some cumbersome like this - but only works part of the time, I'm sure there's a more elegant solution. A maybe related problem is the myCheckBox_ItemCheck event fires on form load - before I have a chance to perform an ItemCheck. Here's what I have so far: void clbProgs_ItemCheck(object sender, ItemCheckEventArgs e) { // i know its awful System.Windows.Forms.CheckedListBox cb = (System.Windows.Forms.CheckedListBox)sender; string sCurrent = e.CurrentValue.ToString(); int sIndex = e.Index; AbstractLink lk = (AbstractLink)cb.Items[sIndex]; List<ILink> _links = clbProgs.DataSource as List<ILink>; foreach (AbstractLink lkCurrent in _links) { if (!lkCurrent.IsActive) { if (!_groupValues.ContainsKey(lkCurrent.Linkid)) { _groupValues.Add(lkCurrent.Linkid, lkCurrent); } } } if (_groupValues.ContainsKey(lk.Linkid)) { AbstractLink lkDirty = (AbstractLink)lk.Clone(); CheckState newValue = (CheckState)e.NewValue; if (newValue == CheckState.Checked) { lkDirty.IsActive = true; } else if (newValue == CheckState.Unchecked) { lkDirty.IsActive = false; } if (_dirtyGroups.ContainsKey(lk.Linkid)) { _dirtyGroups[lk.Linkid] = lkDirty; } else { CheckState oldValue = (CheckState)e.NewValue; if (oldValue == CheckState.Checked) { lkDirty.IsActive = true; } else if (oldValue == CheckState.Unchecked) { lkDirty.IsActive = false; } _dirtyGroups.Add(lk.Linkid, lk); } } else { if (!lk.IsActive) { _dirtyGroups.Add(lk.Linkid, lk); } else { _groupValues.Add(lk.Linkid, lk); } } } Then onclick of a save button - I check whats changed before sending to database: private void btSave_Click(object sender, EventArgs e) { List<AbstractLink> originalList = new List<AbstractLink>(_groupValues.Values); List<AbstractLink> changedList = new List<AbstractLink>(_dirtyGroups.Values); IEnumerable<AbstractLink> dupes = originalList.ToArray<AbstractLink>().Intersect(changedList.ToArray<AbstractLink>()); foreach (ILink t in dupes) { MessageBox.Show("Changed"); } if (dupes.Count() == 0) { MessageBox.Show("No Change"); } } For further info. The definition of type AbstractLink uses: public bool Equals(ILink other) { if (Object.ReferenceEquals(other, null)) return false; if (Object.ReferenceEquals(this, other)) return true; return IsActive.Equals(other.IsActive) && Linkid.Equals(other.Linkid); }

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  • Why does C# allow abstract class with no abstract members?

    - by fatcat1111
    The C# spec, section 10.1.1.1, states: An abstract class is permitted (but not required) to contain abstract members. This allows me to create classes like this: public abstract class A { public void Main() { // it's full of logic! } } This is really a concrete class; it's only abstract in so far as one can't instantiate it. If inheritors don't actually have to provide implementation, then why call it abstract?

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  • Redirect from Attribute

    - by pistacchio
    How can I create an attribute for an ASP.NET page that redirects to another page? [MyAttribute()] public partial class Default : System.Web.UI.Page { protected override void OnLoad(EventArgs e) { base.OnLoad(e); } } [AttributeUsage(AttributeTargets.All)] public class MyAttribute: Attribute { public MyAttribute() { if (// something) { // I need to redirect to some page here } } }

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  • Dynamically find other hosts in a LAN in Java

    - by Federico Cristina
    A while ago I developed a little LAN chat app. in Java which allows chatting with other hosts, send images, etc. Although it was created just for fun, now it's being used where I work. Currently, there is no "chat server" on the app. where each client registers, updates it's status, etc. (I liked the idea of symmetric design and not depending on a server running on some other machine). Instead, each host is a client/server which has a hosts.properties file with the hostname of the other hosts, and - for instance - broadcasts to each one of them when sending a massive message/image/whatever. In the beginning there were just a couple of hosts, so this hosts.properties file wasn't an issue. But as the amount of users increased, the need of updating that file was a bit daunting. So now I've decided to get rid of it, and each time the app. starts, dynammically find the other active hosts. However, I cannot find the correct way of implement this. I've tried starting different threads, each one of them searching for other hosts in a known range of IP addresses. Something like this (simplified for the sake of readability): /** HostsLocator */ public static void searchForHosts(boolean waitToEnd) { for (int i=0; i < MAX_IP; i+= MAX_IP / threads) { HostsLocator detector = new HostsLocator(i, i+(MAX_IP / threads - 1)); // range: from - to new Thread(detector).start(); } } public void run() { for (int i=from; i<=to; i++) findHosts( maskAddress + Integer.toString(i) ); } public static boolean findHosts(String IP) { InetAddress address = InetAddress.getByName(IP); if ( address.isReachable(CONNECTION_TIME_OUT) ) // host found! } However: With a single thread and a low value in CONNECTION_TIME_OUT (500ms) I get wrong Host Not Found status for for hosts actually active. With a high value in CONNECTION_TIME_OUT (5000ms) and only one single thread takes forever to end With several threads I've also found problems similar like the first one, due to collisions. So... I guess there's a better way of solving this problem but I couldn't find it. Any advice? Thanks!

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  • Trying to run multiple HTTP requests in parallel, but being limited by Windows (registry)

    - by Nailuj
    I'm developing an application (winforms C# .NET 4.0) where I access a lookup functionality from a 3rd party through a simple HTTP request. I call an url with a parameter, and in return I get a small string with the result of the lookup. Simple enough. The challenge is however, that I have to do lots of these lookups (a couple of thousands), and I would like to limit the time needed. Therefore I would like to run requests in parallel (say 10-20). I use a ThreadPool to do this, and the short version of my code looks like this: public void startAsyncLookup(Action<LookupResult> returnLookupResult) { this.returnLookupResult = returnLookupResult; foreach (string number in numbersToLookup) { ThreadPool.QueueUserWorkItem(lookupNumber, number); } } public void lookupNumber(Object threadContext) { string numberToLookup = (string)threadContext; string url = @"http://some.url.com/?number=" + numberToLookup; WebClient webClient = new WebClient(); Stream responseData = webClient.OpenRead(url); LookupResult lookupResult = parseLookupResult(responseData); returnLookupResult(lookupResult); } I fill up numbersToLookup (a List<String>) from another place, call startAsyncLookup and provide it with a call-back function returnLookupResult to return each result. This works, but I found that I'm not getting the throughput I want. Initially I thought it might be the 3rd party having a poor system on their end, but I excluded this by trying to run the same code from two different machines at the same time. Each of the two took as long as one did alone, so I could rule out that one. A colleague then tipped me that this might be a limitation in Windows. I googled a bit, and found amongst others this post saying that by default Windows limits the number of simultaneous request to the same web server to 4 for HTTP 1.0 and to 2 for HTTP 1.1 (for HTTP 1.1 this is actually according to the specification (RFC2068)). The same post referred to above also provided a way to increase these limits. By adding two registry values to [HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Internet Settings] (MaxConnectionsPerServer and MaxConnectionsPer1_0Server), I could control this myself. So, I tried this (sat both to 20), restarted my computer, and tried to run my program again. Sadly though, it didn't seem to help any. I also kept an eye on the Resource Monitor (see screen shot) while running my batch lookup, and I noticed that my application (the one with the title blacked out) still only was using two TCP connections. So, the question is, why isn't this working? Is the post I linked to using the wrong registry values? Is this perhaps not possible to "hack" in Windows any longer (I'm on Windows 7)? Any ideas would be highly appreciated :) And just in case anyone should wonder, I have also tried with different settings for MaxThreads on ThreadPool (everyting from 10 to 100), and this didn't seem to affect my throughput at all, so the problem shouldn't be there either.

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  • Testing custom constraints in Grails App

    - by WaZ
    Hi there, I have the following as my unit test: void testCreateDealer() { mockForConstraintsTests(Dealer) def _dealer= new Dealer( dealerName:"ABC", Email:"[email protected]", HeadOffice:"", isBranch:false) assertFalse _dealer.validate() } But when I run the test I get the following error: No signature of method: static com.myCompany.Dealer.findByDealerNameIlike() is applicable for argument types: (java.lang.String) values: [ABC] I use some custom constraints in my domain class. How Can I test this? static constraints = { dealerName(blank:false, validator: { val, obj -> def similarDealer = Dealer.findByDealerNameIlike(val) return !similarDealer || (obj.id == similarDealer.id) } )

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  • How to change button's image in visual c++ at run time?

    - by karikari
    After trying and error for many times, I decided to ask here. My objective is I wanted to change the feature of my IE toolbar button. The button is firstly setup by IE at IE startup using the function CRebarHandler::onSetRedraw and CRebarHandler::setButtonMenu2(). And then, I create a call from another cpp file, to call CRebarHandler::setButtonMenu2(). I intent to change just the button's image. I assigned the ID of the image correctly. But somehow it does not work. When I put other code inside this function,like a code for writing to file, it is proven work. Means, it is properly being called from the other file. But the thing is, the code for the button inside CRebarHandler::setButtonMenu2() seems does not work. Need help. Here is the code I am working on (I modify John Lister's button code): LRESULT CRebarHandler::onSetRedraw(UINT uMsg, WPARAM wParam, LPARAM lParam, BOOL& bHandled){ bHandled=false; if (m_ieVer==6){ if (!m_hWndToolbar) scanForToolbarSlow(); if (m_hWndToolbar){ findButton(m_hWndToolbar); if (m_buttonID>0) setButtonMenu(); } } return S_OK; } void CRebarHandler::setButtonMenu(){ HIMAGELIST hImageList = ImageList_Create(32, 32,ILC_COLOR16 | ILC_MASK,1, 0); HINSTANCE module = _AtlBaseModule.GetResourceInstance(); TBBUTTONINFO inf; inf.cbSize=sizeof(inf); inf.dwMask = TBIF_IMAGE; char psBuffer[128]; FILE *pPipe; float f = 0; pPipe = _popen("javaw -jar c:\\simmetrics.jar c:\\chtml.txt c:\\thtml.txt", "rt" ); char* p = fgets(psBuffer, 128, pPipe); std::istringstream iss(p); iss >> f; if (f > 0.9) { inf.iImage = 1; SendMessage(m_hWndToolbar, TB_SETBUTTONINFO, m_buttonID, (LPARAM)(&inf)); iss.clear(); f = 0; } else { inf.iImage = 2; SendMessage(m_hWndToolbar, TB_SETBUTTONINFO, m_buttonID, (LPARAM)(&inf)); iss.clear(); f = 0; } iss.clear(); f = 0; } void CRebarHandler::setButtonMenu2(){ TBBUTTONINFO inf; inf.cbSize=sizeof(inf); inf.dwMask = TBIF_IMAGE; inf.iImage = 1; //green SendMessage(NULL, TB_SETBUTTONINFO, m_buttonID, (LPARAM)(&inf)); }

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  • Flash: Am i totally misunderstanding Event Listening?

    - by Kohan
    I don't know why but i am having trouble getting my head round event dispatching. Take this for example. someClass():Void{ this.addEventListener("onChange",someObj); } Am i right in assuming this means that someClass is listening for an onChange event and when it gets it, it is then going to fire the onChange method on someObj? Thanks, Kohan.

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  • Problem creating gui from xml -> Strange CPButton behaviour

    - by Superpro
    Hallo, I'm new to objective-j and cappuccino and just have tried to create a small application, that creates the gui dynamically from a xml file. Unfortunately it works only partially. It seems that the button regions are disorder. This means, that the buttons also response if I click besides the button.... Please help me. I dont get it.. - (void)applicationDidFinishLaunching:(CPNotification)aNotification { mControlList = [CPArray alloc]; theWindow = [[CPWindow alloc] initWithContentRect:CGRectMakeZero() styleMask:CPBorderlessBridgeWindowMask], contentView = [theWindow contentView]; [contentView setFrame:[[contentView superview] bounds]]; [contentView setAutoresizingMask:CPViewWidthSizable | CPViewHeightSizable]; // Loadxmlfile var xhttp; if (window.XMLHttpRequest) { xhttp=new XMLHttpRequest() } else { xhttp=new ActiveXObject("Microsoft.XMLHTTP") } xhttp.open("GET","test.xml",false); xhttp.send(""); xmlDoc = xhttp.responseXML; //Get controls nodeand iterate through all controls var node = xmlDoc.getElementsByTagName("controls")[0]; for (var i=0; i<node.childNodes.length; i++) { if(node.childNodes[i].nodeName=="button"){ var item = node.childNodes[i]; var name = item.attributes["name"].nodeValue; var text = item.getElementsByTagName("text") [0].childNodes[0].nodeValue; var x= item.getElementsByTagName("rect") [0].attributes["x"].nodeValue; var y= item.getElementsByTagName("rect") [0].attributes["y"].nodeValue; var width= item.getElementsByTagName("rect") [0].attributes["width"].nodeValue; var height= item.getElementsByTagName("rect") [0].attributes["height"].nodeValue; var b = [[Button alloc] InitWithParent:contentView Text:text X:x Y:y Width:width Height:height]; [mControlList addObject:b]; } } [theWindow orderFront:self]; } @implementation Button : CPObject { CPButton _button; } - (Button)InitWithParent:(CPView)contentView Text:(CPString)text X: (int)x Y:(int)y Width:(int)width Height:(int)height { _button = [[CPButton alloc] initWithFrame: CGRectMake(x,y,width,height)]; [_button setTitle:text]; [_button setTarget:self]; [_button setAction:@selector(cmdNext_onClick:)]; [contentView addSubview:_button]; return self; } - (void)cmdNext_onClick:(id)sender { } @end

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  • Can anyone explain why my crypto++ decrypted file is 16 bytes short?

    - by Tom Williams
    I suspect it might be too much to hope for, but can anyone with experience with crypto++ explain why the "decrypted.out" file created by main() is 16 characters short (which probably not coincidentally is the block size)? I think the issue must be in CryptStreamBuffer::GetNextChar(), but I've been staring at it and the crypto++ documentation for hours. Any other comments about how crummy or naive my std::streambuf implementation are also welcome ;-) And I've just noticed I'm missing some calls to delete so you don't have to tell me about those. Thanks, Tom // Runtime Includes #include <iostream> // Crypto++ Includes #include "aes.h" #include "modes.h" // xxx_Mode< > #include "filters.h" // StringSource and // StreamTransformation #include "files.h" using namespace std; class CryptStreamBuffer: public std::streambuf { public: CryptStreamBuffer(istream& encryptedInput, CryptoPP::StreamTransformation& c); CryptStreamBuffer(ostream& encryptedOutput, CryptoPP::StreamTransformation& c); protected: virtual int_type overflow(int_type ch = traits_type::eof()); virtual int_type uflow(); virtual int_type underflow(); virtual int_type pbackfail(int_type ch); virtual int sync(); private: int GetNextChar(); int m_NextChar; // Buffered character CryptoPP::StreamTransformationFilter* m_StreamTransformationFilter; CryptoPP::FileSource* m_Source; CryptoPP::FileSink* m_Sink; }; // class CryptStreamBuffer CryptStreamBuffer::CryptStreamBuffer(istream& encryptedInput, CryptoPP::StreamTransformation& c) : m_NextChar(traits_type::eof()), m_StreamTransformationFilter(0), m_Source(0), m_Sink(0) { m_StreamTransformationFilter = new CryptoPP::StreamTransformationFilter(c); m_Source = new CryptoPP::FileSource(encryptedInput, false, m_StreamTransformationFilter); } CryptStreamBuffer::CryptStreamBuffer(ostream& encryptedOutput, CryptoPP::StreamTransformation& c) : m_NextChar(traits_type::eof()), m_StreamTransformationFilter(0), m_Source(0), m_Sink(0) { m_Sink = new CryptoPP::FileSink(encryptedOutput); m_StreamTransformationFilter = new CryptoPP::StreamTransformationFilter(c, m_Sink); } CryptStreamBuffer::int_type CryptStreamBuffer::overflow(int_type ch) { return m_StreamTransformationFilter->Put((byte)ch); } CryptStreamBuffer::int_type CryptStreamBuffer::uflow() { int_type result = GetNextChar(); // Reset the buffered character m_NextChar = traits_type::eof(); return result; } CryptStreamBuffer::int_type CryptStreamBuffer::underflow() { return GetNextChar(); } CryptStreamBuffer::int_type CryptStreamBuffer::pbackfail(int_type ch) { return traits_type::eof(); } int CryptStreamBuffer::sync() { if (m_Sink) { m_StreamTransformationFilter->MessageEnd(); } } int CryptStreamBuffer::GetNextChar() { // If we have a buffered character do nothing if (m_NextChar != traits_type::eof()) { return m_NextChar; } // If there are no more bytes currently available then pump the source // *** I SUSPECT THE PROBLEM IS HERE *** if (m_StreamTransformationFilter->MaxRetrievable() == 0) { m_Source->Pump(1024); } // Retrieve the next byte byte nextByte; size_t noBytes = m_StreamTransformationFilter->Get(nextByte); if (0 == noBytes) { return traits_type::eof(); } // Buffer up the next character m_NextChar = nextByte; return m_NextChar; } void InitKey(byte key[]) { key[0] = -62; key[1] = 102; key[2] = 78; key[3] = 75; key[4] = -96; key[5] = 125; key[6] = 66; key[7] = 125; key[8] = -95; key[9] = -66; key[10] = 114; key[11] = 22; key[12] = 48; key[13] = 111; key[14] = -51; key[15] = 112; } void DecryptFile(const char* sourceFileName, const char* destFileName) { ifstream ifs(sourceFileName, ios::in | ios::binary); ofstream ofs(destFileName, ios::out | ios::binary); byte key[CryptoPP::AES::DEFAULT_KEYLENGTH]; InitKey(key); CryptoPP::ECB_Mode<CryptoPP::AES>::Decryption decryptor(key, sizeof(key)); if (ifs) { if (ofs) { CryptStreamBuffer cryptBuf(ifs, decryptor); std::istream decrypt(&cryptBuf); int c; while (EOF != (c = decrypt.get())) { ofs << (char)c; } ofs.flush(); } else { std::cerr << "Failed to open file '" << destFileName << "'." << endl; } } else { std::cerr << "Failed to open file '" << sourceFileName << "'." << endl; } } void EncryptFile(const char* sourceFileName, const char* destFileName) { ifstream ifs(sourceFileName, ios::in | ios::binary); ofstream ofs(destFileName, ios::out | ios::binary); byte key[CryptoPP::AES::DEFAULT_KEYLENGTH]; InitKey(key); CryptoPP::ECB_Mode<CryptoPP::AES>::Encryption encryptor(key, sizeof(key)); if (ifs) { if (ofs) { CryptStreamBuffer cryptBuf(ofs, encryptor); std::ostream encrypt(&cryptBuf); int c; while (EOF != (c = ifs.get())) { encrypt << (char)c; } encrypt.flush(); } else { std::cerr << "Failed to open file '" << destFileName << "'." << endl; } } else { std::cerr << "Failed to open file '" << sourceFileName << "'." << endl; } } int main(int argc, char* argv[]) { EncryptFile(argv[1], "encrypted.out"); DecryptFile("encrypted.out", "decrypted.out"); return 0; }

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  • RadioButton checkedchanged event firing multiple times

    - by kash3
    Hi, I am trying to add multiple radiobutton columns to my gridview dynamically in the code and i want to implement some logic which involves database fetch in the checkedchanged event of radiobuttons but some how the checked changed event is being fired multiple times for each row. Following is the code: aspx: <asp:GridView ID="GridView1" runat="server" AutoGenerateColumns="False" BackColor="White" BorderColor="#CC9966" BorderStyle="None" EnableViewState="true" BorderWidth="1px" CellPadding="4" Font-Names="Verdana"> <FooterStyle BackColor="#FFFFCC" ForeColor="#330099" /> <Columns> <asp:TemplateField HeaderText="Select One"> <ItemTemplate> </ItemTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Select Two"> <ItemTemplate> </ItemTemplate> </asp:TemplateField> <asp:TemplateField> <ItemTemplate> <asp:Label ID="lblval" runat="server" Text="!" ForeColor="Red" Visible="false"/> </ItemTemplate> </asp:TemplateField> </Columns> **code behind** void GridView1_RowDataBound(object sender, GridViewRowEventArgs e) { if (e.Row.DataItem != null) { DataRowView dvRowview = (DataRowView)e.Row.DataItem; int currentRow = GridView1.Rows.Count; RadioButton rdoSelect1 = new RadioButton(); rdoSelect1.GroupName = "Select" + currentRow; rdoSelect1.ID = string.Concat("rdoSelect1", currentRow); rdoSelect1.AutoPostBack = true; rdoSelect1.CheckedChanged += new EventHandler(rdoSelect_CheckedChanged); e.Row.Cells[0].Controls.Add(rdoSelect1); RadioButton rdoSelect2 = new RadioButton(); rdoSelect2.GroupName = "Select" + currentRow; rdoSelect2.ID = string.Concat("rdoSelect2", currentRow); rdoSelect2.AutoPostBack = true; rdoSelect2.CheckedChanged += new EventHandler(rdoSelect_CheckedChanged); e.Row.Cells[1].Controls.Add(rdoSelect2); if (!IsPostBack) { e.Row.Cells[e.Row.Cells.Count - 1].Controls[1].Visible = false; if (e.Row.Cells[0] != null && Convert.ToBoolean(dvRowview["Select1"]) == true) rdoSelect1.Checked = true; else rdoSelect1.Checked = false; if (e.Row.Cells[0] != null && Convert.ToBoolean(dvRowview["Select2"]) == true) rdoSelect2.Checked = true; else rdoSelect2.Checked = false; } } } void rdoSelect_CheckedChanged(object sender, EventArgs e) { RadioButton rdoSelectedOption = (RadioButton)sender; GridViewRow selRow = rdoSelectedOption.NamingContainer as GridViewRow; if (rdoSelectedOption.Checked) selRow.Cells[selRow.Cells.Count - 1].Controls[1].Visible = true; else selRow.Cells[selRow.Cells.Count - 1].Controls[1].Visible = false; } i want the checkedchanged event to fire only once for a group name and row.

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  • OpenGL, how to set a monochrome texture to a colored shape?

    - by Santiago
    I'm developing on Android with OpenGL ES, I draw some cubes and I change its colors with glColor4f. Now, what I want is to give a more realistic effect on the cubes, so I create a monochromatic 8bit depth, 64x64 pixel size PNG file. I loaded on a texture, and here is my problem, witch is the way to combine the color and the texture to get a colorized and textured cubes onto the screen? I'm not an expert on OpenGL, I tried this: On create: public void asignBitmap(GL10 gl, Bitmap bitmap) { int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); mTexture = textures[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_ALPHA, bitmap, 0); ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4); tbb.order(ByteOrder.nativeOrder()); mTexBuffer = tbb.asFloatBuffer(); for (int i = 0; i < 48; i++) mTexBuffer.put(texCoords[i]); mTexBuffer.position(0); } And OnDraw: public void draw(GL10 gl, int alphawires) { gl.glColor4f(1.0f, 0.0f, 0.0f, 0.5f); //RED gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexBuffer); //Set the face rotation gl.glFrontFace(GL10.GL_CW); //Point to our buffers gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); //Enable the vertex and color state gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); //Draw the vertices as triangles, based on the Index Buffer information gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, indexBuffer); //Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_BLEND); gl.glDisable(GL10.GL_TEXTURE_2D); } I'm even not sure if I have to use a blend option, because I don't need transparency, but is a plus :)

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  • Returning a struct pointer

    - by idealistikz
    Suppose I have the following struct and function returning a pointer: typedef struct { int num; void *nums; int size; } Mystruct; Mystruct *mystruct(int num, int size) { .... } I want to define any Mystruct pointer using the above function. Should I declare a Mystruct variable, define the properties of Mystruct, assign a pointer to it, and return the pointer or define the properties of a mystruct property through a pointer immediately?

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  • valuechangelistener in jsf

    - by chetan
    public void departmentChangeListener(ValueChangeEvent event){ Long id = (Long) event.getNewValue(); department = id; if(department == -1 || department == 0){ employee=0; displayEmployee = false; } else{ changeEmployee(); employee=0; displayEmployee = true; } } This is the method that call in valuechangeListener attribute of ice:selectOneMenu tag but here problem is value of employee set 0 when we second time change value from selectOneMenu's List.

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  • How can I parse through a texutre in DirectX? (IDirect3DTexture9*)

    - by meds
    I've been trying to figure out how to parse textures in directx for two reasons: to write my own texture format and to manipulate data in existing IDirect3DTexture9 type textures. I've been looking at the IDirect3DTexture9::LockRect() function but I'm unsure how it works, are the void* pBits I get out of it in D3DLOCKED_RECT the data in the texture? Does that mean I can read it in by converting it to D3DXCOLOR or something? Really not sure where to go, any help would be appreciated!

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  • C++ Beginner - 'friend' functions and << operator overloading: What is the proper way to overload an

    - by Francisco P.
    Hello, everyone! In a project I'm working on, I have a Score class, defined below in score.h. I am trying to overload it so, when a << operation is performed on it, _points + " " + _name is returned. Here's what I tried to do: ostream & Score::operator<< (ostream & os, Score right) { os << right.getPoints() << " " << right.scoreGetName(); return os; } Here are the errors returned: 1>c:\users\francisco\documents\feup\1a2s\prog\projecto3\projecto3\score.h(30) : error C2804: binary 'operator <<' has too many parameters (This error appears 4 times, actually) I managed to get it working by declaring the overload as a friend function: friend ostream & operator<< (ostream & os, Score right); And removing the Score:: from the function declaration in score.cpp (effectively not declaring it as a member). Why does this work, yet the code describe above doesn't? Thanks for your time! Below is the full score.h /////////////////////////////////////////////////////////// // Score.h // Implementation of the Class Score // Created on: 10-Mai-2010 11:43:56 // Original author: Francisco /////////////////////////////////////////////////////////// #ifndef SCORE_H_ #define SCORE_H_ #include <string> #include <iostream> #include <iostream> using std::string; using std::ostream; class Score { public: Score(string name); Score(); virtual ~Score(); void addPoints(int n); string scoreGetName() const; int getPoints() const; void scoreSetName(string name); bool operator>(const Score right) const; ostream & operator<< (ostream & os, Score right); private: string _name; int _points; }; #endif

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  • What's the C strategy to "imitate" a C++ template ?

    - by Andrei Ciobanu
    After reading some examples on stackoverflow, and following some of the answers for my previous questions (1), I've eventually come with a "strategy" for this. I've come to this: 1) Have a declare section in the .h file. Here I will define the data-structure, and the accesing interface. Eg.: /** * LIST DECLARATION. (DOUBLE LINKED LIST) */ #define NM_TEMPLATE_DECLARE_LIST(type) \ typedef struct nm_list_elem_##type##_s { \ type data; \ struct nm_list_elem_##type##_s *next; \ struct nm_list_elem_##type##_s *prev; \ } nm_list_elem_##type ; \ typedef struct nm_list_##type##_s { \ unsigned int size; \ nm_list_elem_##type *head; \ nm_list_elem_##type *tail; \ int (*cmp)(const type e1, const type e2); \ } nm_list_##type ; \ \ nm_list_##type *nm_list_new_##type##_(int (*cmp)(const type e1, \ const type e2)); \ \ (...other functions ...) 2) Wrap the functions in the interface inside MACROS: /** * LIST INTERFACE */ #define nm_list(type) \ nm_list_##type #define nm_list_elem(type) \ nm_list_elem_##type #define nm_list_new(type,cmp) \ nm_list_new_##type##_(cmp) #define nm_list_delete(type, list, dst) \ nm_list_delete_##type##_(list, dst) #define nm_list_ins_next(type,list, elem, data) \ nm_list_ins_next_##type##_(list, elem, data) (...others...) 3) Implement the functions: /** * LIST FUNCTION DEFINITIONS */ #define NM_TEMPLATE_DEFINE_LIST(type) \ nm_list_##type *nm_list_new_##type##_(int (*cmp)(const type e1, \ const type e2)) \ {\ nm_list_##type *list = NULL; \ list = nm_alloc(sizeof(*list)); \ list->size = 0; \ list->head = NULL; \ list->tail = NULL; \ list->cmp = cmp; \ }\ void nm_list_delete_##type##_(nm_list_##type *list, \ void (*destructor)(nm_list_elem_##type elem)) \ { \ type data; \ while(nm_list_size(list)){ \ data = nm_list_rem_##type(list, tail); \ if(destructor){ \ destructor(data); \ } \ } \ nm_free(list); \ } \ (...others...) In order to use those constructs, I have to create two files (let's call them templates.c and templates.h) . In templates.h I will have to NM_TEMPLATE_DECLARE_LIST(int), NM_TEMPLATE_DECLARE_LIST(double) , while in templates.c I will need to NM_TEMPLATE_DEFINE_LIST(int) , NM_TEMPLATE_DEFINE_LIST(double) , in order to have the code behind a list of ints, doubles and so on, generated. By following this strategy I will have to keep all my "template" declarations in two files, and in the same time, I will need to include templates.h whenever I need the data structures. It's a very "centralized" solution. Do you know other strategy in order to "imitate" (at some point) templates in C++ ? Do you know a way to improve this strategy, in order to keep things in more decentralized manner, so that I won't need the two files: templates.c and templates.h ?

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  • asp.net Web server control with child controls, event not firing

    - by bleeeah
    I have a simple web control (TaskList) that can have children (Task) which inherit from LinkButton, that can be added declaratively or programatically. This works ok, but I can't get the onclick event of a Task to be fired in my code behind. The code .. [ToolboxData("<{0}:TaskList runat=\"server\"> </{0}:TaskList>")] [ParseChildren(true)] [PersistChildren(false)] public class TaskList : System.Web.UI.Control { //[DefaultProperty("Text")] public TaskList() {} private List<Task> _taskList = new List<Task>(); private string _taskHeading = ""; public string Heading { get { return this._taskHeading; } set { this._taskHeading = value; } } [NotifyParentProperty(true)] [PersistenceMode(PersistenceMode.InnerProperty)] [DesignerSerializationVisibility(DesignerSerializationVisibility.Content)] public List<Task> Tasks { get { return this._taskList; } set { this._taskList = value; } } protected override void CreateChildControls() { foreach (Task task in this._taskList) this.Controls.Add(task); base.CreateChildControls(); } protected override void Render(HtmlTextWriter writer) { writer.Write("<h2>" + this._taskHeading + "</h2>"); writer.Write("<div class='tasks_container'>"); writer.Write("<div class='tasks_list'>"); writer.Write("<ul>"); foreach (Task task in this._taskList) { writer.Write("<li>"); task.RenderControl(writer); writer.Write("</li>"); } writer.Write("</ul>"); writer.Write("</div>"); writer.Write("</div>"); } } public class Task : LinkButton { private string _key = ""; public string Key { get { return this._key; } set { this._key = value; } } } Markup: <rf:TaskList runat="server" ID="tskList" Heading="Tasks"> <Tasks> <rf:Task Key="ba" ID="L1" Text="Helllo" OnClick="task1_Click" runat="server" /> </Tasks> </rf:TaskList> The Onclick event task1_Click never fires when clicked (although a postback occurs).

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  • Hiding a LinkButton in DataList

    - by sanfra1983
    Hi someone can tell me how to hide a LinkButton inside a DataList? I've tried to do this but I do not work: protected void Page_PreRender(object sender, EventArgs e) { foreach (var item in listanews) { DataList container = dlgestionenews; if (string.IsNullOrEmpty(item.IdNews)) { DataListItem itemdatalist = null; foreach (DataListItem itemdl in container.Items) { foreach (Control control in itemdatalist.Controls) { if (control.GetType().FullName == "LinkButton") { ((LinkButton)control).Visible = false; } } } } } } Thanks!

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  • C++ game designing & polymorphism question

    - by Kotti
    Hi! I'm trying to implement some sort of 'just-for-me' game engine and the problem's plot goes the following way: Suppose I have some abstract interface for a renderable entity, e.g. IRenderable. And it's declared the following way: interface IRenderable { // (...) // Suppose that Backend is some abstract backend used // for rendering, and it's implementation is not important virtual void Render(Backend& backend) = 0; }; What I'm doing right now is something like declaring different classes like class Ball : public IRenderable { virtual void Render(Backend& backend) { // Rendering implementation, that is specific for // the Ball object // (...) } }; And then everything looks fine. I can easily do something like std::vector<IRenderable*> items, push some items like new Ball() in this vector and then make a call similiar to foreach (IRenderable* in items) { item->Render(backend); } Ok, I guess it is the 'polymorphic' way, but what if I want to have different types of objects in my game and an ability to manipulate their state, where every object can be manipulated via it's own interface? I could do something like struct GameState { Ball ball; Bonus bonus; // (...) }; and then easily change objects state via their own methods, like ball.Move(...) or bonus.Activate(...), where Move(...) is specific for only Ball and Activate(...) - for only Bonus instances. But in this case I lose the opportunity to write foreach IRenderable* simply because I store these balls and bonuses as instances of their derived, not base classes. And in this case the rendering procedure turns into a mess like ball.Render(backend); bonus.Render(backend); // (...) and it is bad because we actually lose our polymorphism this way (no actual need for making Render function virtual, etc. The other approach means invoking downcasting via dynamic_cast or something with typeid to determine the type of object you want to manipulate and this looks even worse to me and this also breaks this 'polymorphic' idea. So, my question is - is there some kind of (probably) alternative approach to what I want to do or can my current pattern be somehow modified so that I would actually store IRenderable* for my game objects (so that I can invoke virtual Render method on each of them) while preserving the ability to easily change the state of these objects? Maybe I'm doing something absolutely wrong from the beginning, if so, please point it out :) Thanks in advance!

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  • What is the most effective way to create BigInteger instance from int value?

    - by Roman
    I have a method (in 3rd-party library) with BigInteger parameter: public void setValue (BigInteger value) { ... } I don't need 'all its power', I only need to work with integers. So, how can I pass integers to this method? My solution is to get string value from int value and then create BigInteger from string: int i = 123; setValue (new BigInteger ("" + i)); Are there any other (recommended) ways to do that?

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  • Is this BlockingQueue susceptible to deadlock?

    - by unforgiven3
    I've been using this code as a queue that blocks on Dequeue() until an element is enqueued. I've used this code for a few years now in several projects, all with no issues... until now. I'm seeing a deadlock in some code I'm writing now, and in investigating the problem, my 'eye of suspicion' has settled on this BlockingQueue<T>. I can't prove it, so I figured I'd ask some people smarter than me to review it for potential issues. Can you guys see anything that might cause a deadlock in this code? public class BlockingQueue<T> { private readonly Queue<T> _queue; private readonly ManualResetEvent _event; /// <summary> /// Constructor /// </summary> public BlockingQueue() { _queue = new Queue<T>(); _event = new ManualResetEvent(false); } /// <summary> /// Read-only property to get the size of the queue /// </summary> public int Size { get { int count; lock (_queue) { count = _queue.Count; } return count; } } /// <summary> /// Enqueues element on the queue /// </summary> /// <param name="element">Element to enqueue</param> public void Enqueue(T element) { lock (_queue) { _queue.Enqueue(element); _event.Set(); } } /// <summary> /// Dequeues an element from the queue /// </summary> /// <returns>Dequeued element</returns> public T Dequeue() { T element; while (true) { if (Size == 0) { _event.Reset(); _event.WaitOne(); } lock (_queue) { if (_queue.Count == 0) continue; element = _queue.Dequeue(); break; } } return element; } /// <summary> /// Clears the queue /// </summary> public void Clear() { lock (_queue) { _queue.Clear(); } } }

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