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  • Does the tempdb Log file get Zero Initialized at Startup?

    - by Jonathan Kehayias
    While working on a problem today I happened to think about what the impact to startup might be for a really large tempdb transaction log file.  Its fairly common knowledge that data files in SQL Server 2005+ on Windows Server 2003+ can be instant initialized, but the transaction log files can not.  If this is news to you see the following blog posts: Kimberly L. Tripp | Instant Initialization - What, Why and How? In Recovery... | Misconceptions around instant file initialization In Recovery…...(read more)

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  • Find vertices of a convex hull

    - by Jeff Bullard
    I am attempting to do this within CGAL. From a 3D point cloud, find the convex hull, then loop over the finite facets of the convex hull and print each facet's vertices. It seems like there should be a straightforward way to do this; I would have expected that 3D polyhedra would own a vector of facet objects, each of which in turn would own a vector of its edges, each of which in turn would own a vector of its vertices, and that their would be some access through this hierarchy using iterators. But so far I have been unable to find a simple way to navigate through this hierarchy (if it exists).

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  • Problems Rendering Text in OpenGL Using FreeType

    - by Sean M.
    I've been following both the FreeType2 tutorial and the WikiBooks tuorial, trying to combine things from them both in order to load and render fonts using the FreeType library. I used the font loading code from the FreeType2 tutorial and tried to implement the rendering code from the wikibooks tutorial (tried being the keyword as I'm still trying to learn model OpenGL, I'm using 3.2). Everything loads correctly and I have the shader program to render the text with working, but I can't get the text to render. I'm 99% sure that it has something to do with how I cam passing data to the shader, or how I set up the screen. These are the code segments that handle OpenGL initialization, as well as Font initialization and rendering: //Init glfw if (!glfwInit()) { fprintf(stderr, "GLFW Initialization has failed!\n"); exit(EXIT_FAILURE); } printf("GLFW Initialized.\n"); //Process the command line arguments processCmdArgs(argc, argv); //Create the window glfwWindowHint(GLFW_SAMPLES, g_aaSamples); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); g_mainWindow = glfwCreateWindow(g_screenWidth, g_screenHeight, "Voxel Shipyard", g_fullScreen ? glfwGetPrimaryMonitor() : nullptr, nullptr); if (!g_mainWindow) { fprintf(stderr, "Could not create GLFW window!\n"); closeOGL(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(g_mainWindow); printf("Window and OpenGL rendering context created.\n"); glClearColor(0.2f, 0.2f, 0.2f, 1.0f); //Are these necessary for Modern OpenGL (3.0+)? glViewport(0, 0, g_screenWidth, g_screenHeight); glOrtho(0, g_screenWidth, g_screenHeight, 0, -1, 1); //Init glew int err = glewInit(); if (err != GLEW_OK) { fprintf(stderr, "GLEW initialization failed!\n"); fprintf(stderr, "%s\n", glewGetErrorString(err)); closeOGL(); exit(EXIT_FAILURE); } printf("GLEW initialized.\n"); Here is the font file (it's slightly too big to post): CFont.h/CFont.cpp Here is the solution zipped up: [solution] (https://dl.dropboxusercontent.com/u/36062916/VoxelShipyard.zip), if anyone feels they need the entire solution. If anyone could take a look at the code, it would be greatly appreciated. Also if someone has a tutorial that is a little more user friendly, that would also be appreciated. Thanks.

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  • What's the most efficient way to find barycentric coordinates?

    - by bobobobo
    In my profiler, finding barycentric coordinates is apparently somewhat of a bottleneck. I am looking to make it more efficient. It follows the method in shirley, where you compute the area of the triangles formed by embedding the point P inside the triangle. Code: Vector Triangle::getBarycentricCoordinatesAt( const Vector & P ) const { Vector bary ; // The area of a triangle is real areaABC = DOT( normal, CROSS( (b - a), (c - a) ) ) ; real areaPBC = DOT( normal, CROSS( (b - P), (c - P) ) ) ; real areaPCA = DOT( normal, CROSS( (c - P), (a - P) ) ) ; bary.x = areaPBC / areaABC ; // alpha bary.y = areaPCA / areaABC ; // beta bary.z = 1.0f - bary.x - bary.y ; // gamma return bary ; } This method works, but I'm looking for a more efficient one!

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  • Confusion about Rotation matrices from Euler Angles

    - by xEnOn
    I am trying to learn more about Euler Angles so as to help myself in understanding how I can control my camera better in the game. I came across the following formula that converts Euler Angles to rotation matrices: In the equation, I could see that the first matrix from the left is the rotation matrix about x-axis, the second is about y-axis and the third is about z-axis. From my understanding about ordinary matrix transformations, the later transformation is always applied to the right hand side. And if I'm right about this, then the above equation should have a rotation order starting from rotating about z-axis, y-axis, then finally x-axis. But, from the symbols it seems that the rotation order start rotating about x-axis, then y-axis, then finally z-axis. What should the actual order of the rotation be? Also, I am confuse about if the input vector, in this case, would be a row vector on the left, or a column vector on the right?

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  • (SOLVED) Problems Rendering Text in OpenGL Using FreeType

    - by Sean M.
    I've been following both the FreeType2 tutorial and the WikiBooks tuorial, trying to combine things from them both in order to load and render fonts using the FreeType library. I used the font loading code from the FreeType2 tutorial and tried to implement the rendering code from the wikibooks tutorial (tried being the keyword as I'm still trying to learn model OpenGL, I'm using 3.2). Everything loads correctly and I have the shader program to render the text with working, but I can't get the text to render. I'm 99% sure that it has something to do with how I cam passing data to the shader, or how I set up the screen. These are the code segments that handle OpenGL initialization, as well as Font initialization and rendering: //Init glfw if (!glfwInit()) { fprintf(stderr, "GLFW Initialization has failed!\n"); exit(EXIT_FAILURE); } printf("GLFW Initialized.\n"); //Process the command line arguments processCmdArgs(argc, argv); //Create the window glfwWindowHint(GLFW_SAMPLES, g_aaSamples); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); g_mainWindow = glfwCreateWindow(g_screenWidth, g_screenHeight, "Voxel Shipyard", g_fullScreen ? glfwGetPrimaryMonitor() : nullptr, nullptr); if (!g_mainWindow) { fprintf(stderr, "Could not create GLFW window!\n"); closeOGL(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(g_mainWindow); printf("Window and OpenGL rendering context created.\n"); glClearColor(0.2f, 0.2f, 0.2f, 1.0f); //Are these necessary for Modern OpenGL (3.0+)? glViewport(0, 0, g_screenWidth, g_screenHeight); glOrtho(0, g_screenWidth, g_screenHeight, 0, -1, 1); //Init glew int err = glewInit(); if (err != GLEW_OK) { fprintf(stderr, "GLEW initialization failed!\n"); fprintf(stderr, "%s\n", glewGetErrorString(err)); closeOGL(); exit(EXIT_FAILURE); } printf("GLEW initialized.\n"); Here is the font file (it's slightly too big to post): CFont.h/CFont.cpp Here is the solution zipped up: [solution] (https://dl.dropboxusercontent.com/u/36062916/VoxelShipyard.zip), if anyone feels they need the entire solution. If anyone could take a look at the code, it would be greatly appreciated. Also if someone has a tutorial that is a little more user friendly, that would also be appreciated. Thanks.

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  • How access PhysicalMaterial from Actor Class?

    - by EmAdpres
    I use Projectile for my weapon system and UDKProjectile has two main function to handle Hit of projectiles(=bullet of my weapon): simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal) // For Actors simulated event HitWall(vector HitNormal, actor Wall, PrimitiveComponent WallComp) // Everything except Actors ( I guess) the first method, the function just give me the actor which I hit and my question is How I can get that actor's physical material by first parameter ( Other ), in order to make a proper react about it ( for example a proper Sound of collide ) ... A tricky (but hateful ) way which I knew works is, make a Trace from a little back of that actor to that actor, and use HitInfo parameter which include physical Material ! But there should be a more standard way !

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  • Several classes need to access the same data, where should the data be declared?

    - by Juicy
    I have a basic 2D tower defense game in C++. Each map is a separate class which inherits from GameState. The map delegates the logic and drawing code to each object in the game and sets data such as the map path. In pseudo-code the logic section might look something like this: update(): for each creep in creeps: creep.update() for each tower in towers: tower.update() for each missile in missiles: missile.update() The objects (creeps, towers and missiles) are stored in vector-of-pointers. The towers must have access to the vector-of-creeps and the vector-of-missiles to create new missiles and identify targets. The question is: where do I declare the vectors? Should they be members of the Map class, and passed as arguments to the tower.update() function? Or declared globally? Or are there other solutions I'm missing entirely?

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  • box2d and constant movement

    - by Arnas
    i'm developing a game with a top down view, the players body is a circle. To move the character you need to tap on the screen and it moves to the spot. To achieve this i'm saving the coordinate of the touch and call a method every frame which applies linear velocity to the body with a vector of the direction the body should go _body->SetLinearVelocity(b2Vec2((a.x - currPos.x)/SPEED_RATIO,(size.height - a.y - currPos.y)/SPEED_RATIO)); //click position - current position, screen height - click position (since the y axis is flipped, (0,0) is in the bottom left ) - current position = vector of the direction we want to go now the problem with this is that the body slows down until it finally stops when getting closer to the point we want it to go, since the closer we are to that point the lenght of the vector gets smaller. Besides that i've read that it's bad practice to set linear velocity in box2d and i should use apply force instead, but that way the forces would add up and overshoot the target where it's supposed to stop. So what i'm asking is how to move a box2d body to a coordinate in constant speed.

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  • Elastic Collision Formula in Java

    - by Shijima
    I'm trying to write a Java formula based on this tutorial: 2-D elastic collisions without Trigonometry. I am in the section "Elastic Collisions in 2 Dimensions". In step 1, it mentions "Next, find the unit vector of n, which we will call un. This is done by dividing by the magnitude of n". My below code represents the normal vector of 2 objects (I'm using a simple array to represent the normal vector), but I am not really sure what the tutorial means by dividing the magnitude of n to get the un. int[] normal = new int[2]; normal[0] = ball2.x - ball1.x; normal[1] = ball2.y - ball1.y; Can anyone please explain what un is, and how I can calculate it with my array in Java?

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  • How can I have multiple layers in my map array?

    - by Manl400
    How do I load Levels in my game, as in Layer 1 would be Objects, Layer 2 would be Characters and so on. I only need 3 layers, and they will all be put on top of each other. i.e having a flower with a transparent background to be put on grass or dirt on the layer below.I would like to Read From the same file too. How would i go about doing this? Any help would be appreciated. I load the map from a level file which are just numbers corresponding to a tile in the tilesheet. Here is the level file [Layer1] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 [Layer2] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 [Layer3] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 And here is the code that interprets it void LoadMap(const char *filename, std::vector< std::vector <int> > &map) { std::ifstream openfile(filename); if(openfile.is_open()) { std::string line, value; int space; while(!openfile.eof()) { std::getline(openfile, line); if(line.find("[TileSet]") != std::string::npos) { state = TileSet; continue; } else if (line.find("[Layer1]") != std::string::npos) { state = Map; continue; } switch(state) { case TileSet: if(line.length() > 0) tileSet = al_load_bitmap(line.c_str()); break; case Map: std::stringstream str(line); std::vector<int> tempVector; while(!str.eof()) { std::getline(str, value, ' '); if(value.length() > 0) tempVector.push_back(atoi(value.c_str())); } map.push_back(tempVector); break; } } } else { } } and this is how it draws the map. Also the tile sheet is 1280 by 1280 and the tilesizeX and tilesizeY is 64 void DrawMap(std::vector <std::vector <int> > map) { int mapRowCount = map.size(); for(int i, j = 0; i < mapRowCount; i ++) { int mapColCount = map[i].size(); for (int j = 0; j < mapColCount; ++j) { int tilesetIndex = map[i][j]; int tilesetRow = floor(tilesetIndex / TILESET_COLCOUNT); int tilesetCol = tilesetIndex % TILESET_COLCOUNT; al_draw_bitmap_region(tileSet, tilesetCol * TileSizeX, tilesetRow * TileSizeY, TileSizeX, TileSizeY, j * TileSizeX, i * TileSizeX, NULL); } } } EDIT: http://i.imgur.com/Ygu0zRE.jpg

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  • OO Design - polymorphism - how to design for handing streams of different file types

    - by Kache4
    I've little experience with advanced OO practices, and I want to design this properly as an exercise. I'm thinking of implementing the following, and I'm asking if I'm going about this the right way. I have a class PImage that holds the raw data and some information I need for an image file. Its header is currently something like this: #include <boost/filesytem.hpp> #include <vector> namespace fs = boost::filesystem; class PImage { public: PImage(const fs::path& path, const unsigned char* buffer, int bufferLen); const vector<char> data() const { return data_; } const char* rawData() const { return &data_[0]; } /*** other assorted accessors ***/ private: fs::path path_; int width_; int height_; int filesize_; vector<char> data_; } I want to fill the width_ and height_ by looking through the file's header. The trivial/inelegant solution would be to have a lot of messy control flow that identifies the type of image file (.gif, .jpg, .png, etc) and then parse the header accordingly. Instead of using vector<char> data_, I was thinking of having PImage use a class, RawImageStream data_ that inherits from vector<char>. Each type of file I plan to support would then inherit from RawImageStream, e.g. RawGifStream, RawPngStream. Each RawXYZStream would encapsulate the respective header-parsing functions, and PImage would only have to do something like height_ = data_.getHeight();. Am I thinking this through correctly? How would I create the proper RawImageStream subclass for data_ to be in the PImage ctor? Is this where I could use an object factory? Anything I'm forgetting?

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  • rand() generating the same number – even with srand(time(NULL)) in my main!

    - by Nick Sweet
    So, I'm trying to create a random vector (think geometry, not an expandable array), and every time I call my random vector function I get the same x value, thought y and z are different. int main () { srand ( (unsigned)time(NULL)); Vector<double> a; a.randvec(); cout << a << endl; return 0; } using the function //random Vector template <class T> void Vector<T>::randvec() { const int min=-10, max=10; int randx, randy, randz; const int bucket_size = RAND_MAX/(max-min); do randx = (rand()/bucket_size)+min; while (randx <= min && randx >= max); x = randx; do randy = (rand()/bucket_size)+min; while (randy <= min && randy >= max); y = randy; do randz = (rand()/bucket_size)+min; while (randz <= min && randz >= max); z = randz; } For some reason, randx will consistently return 8, whereas the other numbers seem to be following the (pseudo) randomness perfectly. However, if I put the call to define, say, randy before randx, randy will always return 8. Why is my first random number always 8? Am I seeding incorrectly?

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  • Boost tuple + transform

    - by JH
    Is it possible to do the following. Say my boost tuple has <String, int> I would like to use std::transform + mem_fun to insert only the String element in a corresponding vector. Is it possible or are we required to use a loop and push_back(get<0) Ie the following doesn't like to compile... (unknown types...) result.resize(storage.size()) std::transform(storage.begin(), storage.end(), result.begin(), std::mem_fun(&boost::get<0>)); Here is an example (trying one of the comments): #include <boost/tuple/tuple.hpp> #include <vector> #include <string> #include <algorithm> int main(int argc, char**argv) { std::vector< boost::tuple<std::string, int> > storage; std::vector< std::string> result; result.resize(storage.size()); std::transform(storage.begin(), storage.end(), result.begin(), &boost::get<0, boost::tuple<std::string, int> >); return 0; } Output: g++ test.cpp /usr/include/boost/tuple/detail/tuple_basic.hpp: In instantiation of `boost::tuples::cons<boost::tuples::tuple<std::string, int, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type>, TT>': /usr/include/boost/tuple/detail/tuple_basic.hpp:151: instantiated from `boost::tuples::element<0, boost::tuples::cons<boost::tuples::tuple<std::string, int, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type>, TT> >' test.cpp:14: instantiated from here /usr/include/boost/tuple/detail/tuple_basic.hpp:329: error: `boost::tuples::cons<HT, TT>::tail' has incomplete type /usr/include/boost/tuple/detail/tuple_basic.hpp:329: error: invalid use of template type parameter test.cpp: In function `int main(int, char**)': test.cpp:14: error: no matching function for call to `transform(__gnu_cxx::__normal_iterator<boost::tuples::tuple<std::string, int, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type>*, std::vector<boost::tuples::tuple<std::string, int, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type>, std::allocator<boost::tuples::tuple<std::string, int, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type> > > >, __gnu_cxx::__normal_iterator<boost::tuples::tuple<std::string, int, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type>*, std::vector<boost::tuples::tuple<std::string, int, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type>, std::allocator<boost::tuples::tuple<std::string, int, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type, boost::tuples::null_type> > > >, __gnu_cxx::__normal_iterator<std::string*, std::vector<std::string, std::allocator<std::string> > >, <unresolved overloaded function type>)'

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  • C++ templates - matrix class

    - by lastOfMohicans
    Hi I'm learning templates in C++ so I decied to write matrix class which would be a template class. In Matrix.h file I wrote #pragma once #include "stdafx.h" #include <vector> using namespace std; template<class T> class Matrix { public: Matrix(); ~Matrix(); GetDataVector(); SetDataVector(vector<vector<T>> dataVector); bool operator == (Matrix* matrix); bool operator < (Matrix* matrix); bool operator <= (Matrix* matrix); bool operator > (Matrix* matrix); bool operator >= (Matrix* matrix); Matrix* operator + (Matrix* matrix); Matrix* operator - (Matrix* matrix); Matrix* operator * (Matrix* matrix); private: vector<vector<T>> datavector; int columns,rows; }; In Matrix cpp Visual Stuio automaticlly generated code for default constructors #include "StdAfx.h" #include "Matrix.h" Matrix::Matrix() { } Matrix::~Matrix() { } However if I want to compile this I get an error 'Matrix' : use of class template requires template argument list The error are in file Matrix.cpp in default constructors What may be the problem ??

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  • Avoiding RTTI In Java

    - by destructo_gold
    Hi, If I have a superclass, say Animal, and two subclasses: Zebra and Giraffe, If I decide to define a Vector of Animals: Vector <Animal> animals = new Vector(); and I want to say: You can add Giraffes, but you must own at least one Zebra first. What is the best way to do this without using RTTI? (instanceof)

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  • terminate called after throwing an instance of 'std::length_error'

    - by mark
    hello all, this is my first post here. As i am newbie, the problem might be stupid. I was writing a piece of code while the following error message shown, terminate called after throwing an instance of 'std::length_error' what(): basic_string::_S_create /home/gcj/finals /home/gcj/quals where Aborted the following is the offending code especially Line 39 to Line 52. It is weired for me as this block of code is almost same as the Line64 to Line79. int main(){ std::vector<std::string> dirs, need; std::string tmp_str; std::ifstream fp_in("small.in"); std::ofstream fp_out("output"); std::string::iterator iter_substr_begin, iter_substr_end; std::string slash("/"); int T, N, M; fp_in>>T; for (int t = 0; t < T; t++){ std::cout<<" time "<< t << std::endl; fp_in >> N >> M; for (int n =0; n<N; n++){ fp_in>>tmp_str; dirs.push_back(tmp_str); tmp_str.clear(); } for (int m=0; m<M; m++){ fp_in>>tmp_str; need.push_back(tmp_str); tmp_str.clear(); } for (std::vector<std::string>::iterator iter = dirs.begin(); iter!=dirs.end(); iter++){ for (std::string::iterator iter_str = (*iter).begin()+1; iter_str<(*iter).end(); ++iter_str){ if ((*iter_str)=='/') { std::string tmp_str2((*iter).begin(), iter_str); if (find(dirs.begin(), dirs.end(), tmp_str2)==dirs.end()) { dirs.push_back(tmp_str2); } } } } for (std::vector<std::string>::iterator iter_tmp = dirs.begin(); iter_tmp!= dirs.end(); ++iter_tmp) std::cout<<*iter_tmp<<" "; dirs.clear(); std::cout<<std::endl; std::cout<<" need "<<std::endl; //processing the next for (std::vector<std::string>::iterator iter_tmp = need.begin(); iter_tmp!=need.end(); ++iter_tmp) std::cout<<*iter_tmp<<" "; std::cout<<" where "; for (std::vector<std::string>::iterator iter = need.begin(); iter!=need.end(); iter++){ for (std::string::iterator iter_str = (*iter).begin()+1; iter_str<(*iter).end(); ++iter_str){ if ((*iter_str)=='/') { std::string tmp_str2((*iter).begin(), iter_str); if (find(need.begin(), need.end(), tmp_str2)==need.end()) { need.push_back(tmp_str2); } } } } for (std::vector<std::string>::iterator iter_tmp = need.begin(); iter_tmp!= need.end(); ++iter_tmp) std::cout<<*iter_tmp<<" "; need.clear(); std::cout<<std::endl; //finish processing the next } for (std::vector<std::string>::iterator iter= dirs.begin(); iter!=dirs.end(); iter++) std::cout<<*iter<<" "; std::cout<<std::endl; for (std::vector<std::string>::iterator iter= need.begin(); iter!=need.end(); iter++) std::cout<<*iter<<" "; std::cout<<std::endl; fp_out.close(); } best regards, Mark

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  • Use of for_each on map elements

    - by Antonio
    I have a map where I'd like to perform a call on every data type object member function. I yet know how to do this on any sequence but, is it possible to do it on an associative container? The closest answer I could find was this: Boost.Bind to access std::map elements in std::for_each. But I cannot use boost in my project so, is there an STL alternative that I'm missing to boost::bind? If not possible, I thought on creating a temporary sequence for pointers to the data objects and then, call for_each on it, something like this: class MyClass { public: void Method() const; } std::map<int, MyClass> Map; //... std::vector<MyClass*> Vector; std::transform(Map.begin(), Map.end(), std::back_inserter(Vector), std::mem_fun_ref(&std::map<int, MyClass>::value_type::second)); std::for_each(Vector.begin(), Vector.end(), std::mem_fun(&MyClass::Method)); It looks too obfuscated and I don't really like it. Any suggestions?

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  • ajax call to servlet puzzler

    - by vector
    Greetings! I'm having a problem getting a text value of a captcha from a servlet through ajax call. When my captcha gets created, its text value is written to session, but after refreshing the image itself though ajax call, I only get one old value of the text. Refreshing the image itself works ok, but I'm stuck getting the correct values from the session on subsequent call. On page reload I get both the new image and its new text value, no joy with ajax though. This works great for the image refresh: $("#asos").attr("src", "/ImageServlet?="+((new Date()).getTime()) ) This call to another method to get text value gives me old stuff: $.ajax({ url:"checkCaptcha", type:"GET", cache: false, success: function( data) { alert(data); } }); Any feedback will be appreciated. ps: here's the meat of the method getting the call: PrintWriter out = response.getWriter(); response.setContentType("text/html"); response.setDateHeader("Expires", 0 ); // Set standard HTTP/1.1 no-cache headers. response.setHeader("Cache-Control", "no-store, no-cache, must-revalidate"); // Set IE extended HTTP/1.1 no-cache headers (use addHeader). response.addHeader("Cache-Control", "post-check=0, pre-check=0"); // Set standard HTTP/1.0 no-cache header. response.setHeader("Pragma", "no-cache"); out.print( request.getSession( ).getAttribute("randomPixValue") ); out.close();

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  • Iterator for boost::variant

    - by Ivan
    Hy there, I'm trying to adapt an existing code to boost::variant. The idea is to use boost::variant for a heterogeneous vector. The problem is that the rest of the code use iterators to access the elements of the vector. Is there a way to use the boost::variant with iterators? I've tried typedef boost::variant<Foo, Bar> Variant; std::vector<Variant> bag; std::vector<Variant>::iterator it; for(it= bag.begin(); it != bag.end(); ++it){ cout<<(*it)<<endl; } But it didn't work.

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  • What C++ pitfalls should I avoid ?

    - by Craig H
    I remember first learning about vectors in the STL and after some time, I wanted to use a vector of bools for one of my projects. After seeing some strange behavior and doing some research, I learned that a vector of bools is not really a vector of bools. Anyone out there have any other common pitfalls to avoid in C++?

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  • cakePHP - ACL tutorial & SQL Error: 1104

    - by vector
    Greetings! I run into a problem/bug in production environment with SQL Error: 1104 when deploying a project secured with the ACL tutorial. The full error: SQL Error: 1104: The SELECT would examine more than MAX_JOIN_SIZE rows; check your WHERE and use SET SQL_BIG_SELECTS=1 or SET SQL_MAX_JOIN_SIZE=# if the SELECT is okay [CORE/cake/libs/model/datasources/dbo_source.php, line 666] I've build a small site, worked through the ACL tutorial from the official cake book and locally everything is spiffy. dev. setup consists of: XAMPP: myslq 5.1.33, php 5.3 cakePHP 1.2.7 prod. setup: mysql 5.0.33 php 5.2.2 One of the differences I noticed with mysql setup between local and production servers, is that SQL_BIG_SELECTS is disabled on the production server ( and I don't have privileges to change that, posted a support ticked, didn't hear anything yet) Is there anything I can do about this from my end? Thanks in advance.

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  • About variadic templates

    - by chedi
    Hi, I'm currently experiencing with the new c++0x variadic templates, and it's quit fun, Although I have a question about the process of member instanciation. in this example, I'm trying to emulate the strongly typed enum with the possibility of choose a random valid strong enum (this is used for unit testing). #include<vector> #include<iostream> using namespace std; template<unsigned... values> struct sp_enum; /* this is the solution I found, declaring a globar var vector<unsigned> _data; and it work just fine */ template<> struct sp_enum<>{ static const unsigned _count = 0; static vector<unsigned> _data; }; vector<unsigned> sp_enum<>::_data; template<unsigned T, unsigned... values> struct sp_enum<T, values...> : private sp_enum<values...>{ static const unsigned _count = sp_enum<values...>::_count+1; static vector<unsigned> _data; sp_enum( ) : sp_enum<values...>(values...) {_data.push_back(T);} sp_enum(unsigned v ) {_data.push_back(v);} sp_enum(unsigned v, unsigned...) : sp_enum<values...>(values...) {_data.push_back(v);} }; template<unsigned T, unsigned... values> vector<unsigned> sp_enum<T, values...>::_data; int main(){ enum class t:unsigned{Default = 5, t1, t2}; sp_enum<t::Default, t::t1, t::t2> test; cout <<test._count << endl << test._data.size() << endl; for(auto i= test._data.rbegin();i != test._data.rend();++i){cout<< *i<< ":";} } the result I'm getting with this code is : 3 1 5: can someone point me what I'm messing here ??? Ps: using gcc 4.4.3

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  • Basic doubt about sensor usage

    - by Al
    Suppose I have a cellphone with accelerometer and magnetometer, and want to determine its absolute (wrt North/East/South/West) 3d position. Imagine the phone is laid vertically, with the screen facing me, the "up" vector pointing to the ceil. Whenever I tilt, the accelerometer allows me to get the "up" vector info change. The problem is that if I tilt the device and put it horizontally (screen now facing ceil, and "up" vector pointing to the opposite of where I am), then the up vector doesn't get updated any more if I rotate the phone horizontally on the table. This is something that clearly is detected by the magnetometer now. So, the question is, when to know where to use acc or mag for each case? Is there a generic way to achieve this?

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  • How to pass parameters to manage_shared_memory.construct() in Boost.Interprocess

    - by recipriversexclusion
    I've stared at the Boost.Interprocess documentation for hours but still haven't been able to figure this out. In the doc, they have an example of creating a vector in shared memory like so: //Define an STL compatible allocator of ints that allocates from the managed_shared_memory. //This allocator will allow placing containers in the segment typedef allocator<int, managed_shared_memory::segment_manager> ShmemAllocator; //Alias a vector that uses the previous STL-like allocator so that allocates //its values from the segment typedef vector<int, ShmemAllocator> MyVector; int main(int argc, char *argv[]) { //Create a new segment with given name and size managed_shared_memory segment(create_only, "MySharedMemory", 65536); //Initialize shared memory STL-compatible allocator const ShmemAllocator alloc_inst (segment.get_segment_manager()); //Construct a vector named "MyVector" in shared memory with argument alloc_inst MyVector *myvector = segment.construct<MyVector>("MyVector")(alloc_inst); Now, I understand this. What I'm stuck is how to pass a second parameter to segment.construct() to specify the number of elements. The interprocess document gives the prototype for construct() as MyType *ptr = managed_memory_segment.construct<MyType>("Name") (par1, par2...); but when I try MyVector *myvector = segment.construct<MyVector>("MyVector")(100, alloc_inst); I get compilation errors. My questions are: Who actually gets passed the parameters par1, par2 from segment.construct, the constructor of the object, e.g. vector? My understanding is that the template allocator parameter is being passed. Is that correct? How can I add another parameter, in addition to alloc_inst that is required by the constructor of the object being created in shared memory? There's very little information other than the terse Boost docs on this.

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