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  • Parsing mathematical experssions with two values that have parenthesis and minus signs

    - by user45921
    I'm trying to parse equations like these which only has two values or the square root of a certain value from a text file: 100+100 -100-100 -(100)+(-100) sqrt(100) by the minues signs, parenthesis and the operator symbol in the middle and the square root, and I have no idea how to start off... I've got the file part done and the simple calculation parts except that I couldnt get my program to solve the equations in the above. #include <stdio.h> #include <string.h> #include <stdlib.h> #include <math.h> main(){ FILE *fp; char buff[255], sym,sym2,del1,del2,del3,del4; double num1, num2; int ret; fp = fopen("input.txt","r"); while(fgets(buff,sizeof(buff),fp)!=NULL){ char *tok = buff; sscanf(tok,"%lf%c%lf",&num1,&sym,&num2); switch(sym){ case '+': printf("%lf\n", num1+num2); break; case '-': printf("%lf\n", num1-num2); break; case '*': printf("%lf\n", num1*num2); break; case '/': printf("%lf\n", num1/num2); break; default: printf("The input value is not correct\n"); break; } } fclose(fp); } that is what have I written for the other basic operations without parenthesis and the minus sign for the second value and it works great for the simple ones. I'm using a switch method to calculate the add, sub, mul and divide but I'm not sure how to properly use the sscanf function (if I am not using it properly) or if there is another way using a function like strtok to properly parse the parenthesis and the minus signs. Any kind help?

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  • Can't use SFML sprite drawing and OpenGL rendering at the same time

    - by Ken
    I'm using some SFML built in functions to draw sprites and text as an overlay on top of some OpenGL rending in an SFML RenderWindow. The opengl rendering appears fine until I add the code to draw the sprites or text. The sprite or text drawing causes the OpenGL stuff to disappear. The follow code show what I'm trying to do sf::RenderWindow window(sf::VideoMode(viewport.width,viewport.height,32), "SFML Window"); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0,viewport.width,0,viewport.height,0,1); while (window.pollEvent(Event)) { //event handling... //begin drawing glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBegin(GL_TRIANGLES); glColor3f(col.x,col.y,col.z); for(int i=0;i<3;i++) glVertex2f(pos.x+verts[i].x,pos.y+verts[i].y); glEnd(); // adding this line causes all the previous opengl triangles not to appear window.draw("Sometext"); window.display(); }

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  • Directional and orientation problem

    - by Ahmed Saleh
    I have drawn 5 tentacles which are shown in red. I have drew those tentacles on a 2D Circle, and positioned them on 5 vertices of the that circle. BTW, The circle is never be drawn, I have used it to simplify the problem. Now I wanted to attached that circle with tentacles underneath the jellyfish. There is a problem with the current code but I don't know what is it. You can see that the circle is parallel to the base of the jelly fish. I want it to be shifted so that it be inside the jelly fish. but I don't know how. I tried to multiply the direction vector to extend it but that didn't work. // One tentacle is constructed from nodes // Get the direction of the first tentacle's node 0 to node 39 of that tentacle; Vec3f dir = m_tentacle[0]->geNodesPos()[0] - m_tentacle[0]->geNodesPos()[39]; // Draw the circle with tentacles on it Vec3f pos = m_SpherePos; drawCircle(pos,dir,30,m_tentacle.size()); for (int i=0; i<m_tentacle.size(); i++) { m_tentacle[i]->Draw(); } // Draw the jelly fish, and orient it on the 2D Circle gl::pushMatrices(); Quatf q; // assign quaternion to rotate the jelly fish around the tentacles q.set(Vec3f(0,-1,0),Vec3f(dir.x,dir.y,dir.z)); // tanslate it to the position of the whole creature per every frame gl::translate(m_SpherePos.x,m_SpherePos.y,m_SpherePos.z); gl::rotate(q); // draw the jelly fish at center 0,0,0 drawHemiSphere(Vec3f(0,0,0),m_iRadius,90); gl::popMatrices();

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  • How can I draw crisp per-pixel images with OpenGL ES on Android?

    - by Qasim
    I have made many Android applications and games in Java before, however I am very new to OpenGL ES. Using guides online, I have made simple things in OpenGL ES, including a simple triangle and a cube. I would like to make a 2D game with OpenGL ES, but what I've been doing isn't working quite so well, as the images I draw aren't to scale, and no matter what guide I use, the image is always choppy and not the right size (I'm debugging on my Nexus S). How can I draw crisp, HD images to the screen with GL ES? Here is an example of what happens when I try to do it: And the actual image: Here is how my texture is created: //get id int id = -1; gl.glGenTextures(1, texture, 0); id = texture[0]; //get bitmap Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.ball); //parameters gl.glBindTexture(GL10.GL_TEXTURE_2D, id); 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, bitmap, 0); //crop image mCropWorkspace[0] = 0; mCropWorkspace[1] = height; mCropWorkspace[2] = width; mCropWorkspace[3] = -height; ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, GL11Ext.GL_TEXTURE_CROP_RECT_OES, mCropWorkspace, 0);

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  • A Star Path finding endless loop

    - by PoeHaH
    I have implemented A* algorithm. Sometimes it works, sometimes it doesn't, and it goes through an endless loop. After days of debugging and googling, I hope you can come to the rescue. This is my code: The algorythm: public ArrayList<Coordinate> findClosestPathTo(Coordinate start, Coordinate goal) { ArrayList<Coordinate> closed = new ArrayList<Coordinate>(); ArrayList<Coordinate> open = new ArrayList<Coordinate>(); ArrayList<Coordinate> travelpath = new ArrayList<Coordinate>(); open.add(start); while(open.size()>0) { Coordinate current = searchCoordinateWithLowestF(open); if(current.equals(goal)) { return travelpath; } travelpath.add(current); open.remove(current); closed.add(current); ArrayList<Coordinate> neighbors = current.calculateCoordAdjacencies(true, rowbound, colbound); for(Coordinate n:neighbors) { if(closed.contains(n) || map.isWalkeable(n)) { continue; } int gScore = current.getGvalue() + 1; boolean gScoreIsBest = false; if(!open.contains(n)) { gScoreIsBest = true; n.setHvalue(manhattanHeuristic(n,goal)); open.add(n); } else { if(gScore<n.getGvalue()) { gScoreIsBest = true; } } if(gScoreIsBest) { n.setGvalue(gScore); n.setFvalue(n.getGvalue()+n.getHvalue()); } } } return null; } What I have found out is that it always fails whenever there's an obstacle in the path. If I'm running it on 'open terrain', it seems to work. It seems to be affected by this part: || map.isWalkeable(n) Though, the isWalkeable function seems to work fine. If additional code is needed, I will provide it. Your help is greatly appreciated, Thanks :)

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  • Improving the efficiency of my bloom/glow shader

    - by user1157885
    I'm making a neon style game where everything is glowing but the glow I have is kinda small and I want to know if there's an efficient way to increase the size of it other than increasing the pixel sample iterations. Right now I have something like this: float4 glowColor = tex2D(glowSampler, uvPixel); //Makes the inital lines brighter/closer to white if (glowColor.r != 0 || glowColor.g != 0 || glowColor.b != 0) { glowColor += 0.5; } //Loops over the weights and offsets and samples from the pixels based on those numbers for (int i = 0; i < 20; i++) { glowColor += tex2D(glowSampler, uvPixel + glowOffsets[i] + 0.0018) * glowWeights[i]; } finalColor += glowColor; for the offsets it moves up, down, left and right (5 times each so it loops over 20 times) and the weights just lower the glow amount the further away it gets. The method I was using before to increase it was to increase the number of iterations from 20 to 40 and to increase the size of the offset/weight array but my computer started to have FPS drops when I was doing this so I was wondering how can I make the glow bigger/more vibrant without making it so CPU/Gcard intensive?

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  • ASP.NET MVVM Handling multiple Data Transfer Objects on a single page

    - by meffect
    I have an asp.net mvc "edit" page which allows the user to make edits to the parent entity, and then also "create" child entities on the same page. Note: I'm making these data transfer objects up. public class CustomerViewModel { public int Id { get; set; } public Byte[] Timestamp { get; set; } public string CustomerName { get; set; } public etc.. public CustomerOrderCreateViewModel CustomerOrderCreateViewModel { get; set; } } In my view I have two html form's. One for Customer "edit" Http Posts, and the other for CustomerOrder "create" Http Posts. In the view page, I load the CustomerOrder "create" form in using: <div id="CustomerOrderCreate"> @Html.Partial("Vendor/_CustomerOrderCreatePartial", Model.CustomerOrderCreateViewModel) </div> The CustomerOrder html form action posts to a different controller HttpPost ActionResult than the Customer "edit" Action Result. My concern is this, on the CustomerOrder controller, in the HttpPost ActionResult [HttpPost] public ActionResult Create(CustomerOrderCreateViewModel vm) { if (!ModelState.IsValid) { return [What Do I Return Here] } ...[Persist to database code]... } I don't know what to return if the model state isn't valid. Right now it's not a problem, because jquery unobtrusive validation handles validation on the client. But what if I need more complex validation (ie: the server needs to handle the validation).

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  • Draw contour around object in Opengl

    - by Maciekp
    I need to draw contour around 2d objects in 3d space. I tried drawing lines around object(+points to fill the gap), but due to line width, some part of it(~50%) was covering object. I tried to use stencil buffer, to eliminate this problem, but I got sth like this(contour is green): http://goo.gl/OI5uc (sorry I can't post images, due to my reputation) You can see(where arrow points), that some parts of line are behind object, and some are above. This changes when I move camera, but always there is some part, that is covering it. Here is code, that I use for drawing object: glColorMask(1,1,1,1); std::list<CObjectOnScene*>::iterator objIter=ptr->objects.begin(),objEnd=ptr->objects.end(); int countStencilBit=1; while(objIter!=objEnd) { glColorMask(1,1,1,1); glStencilFunc(GL_ALWAYS,countStencilBit,countStencilBit); glStencilOp(GL_REPLACE,GL_KEEP,GL_REPLACE ); (*objIter)->DrawYourVertices(); glStencilFunc(GL_NOTEQUAL,countStencilBit,countStencilBit); glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE); (*objIter)->DrawYourBorder(); ++objIter; ++countStencilBit; } I've tried different settings of stencil buffer, but always I was getting sth like that. Here is question: 1.Am I setting stencil buffer wrong? 2. Are there any other simple ways to create contour on such objects? Thanks in advance. EDIT: 1. I don't have normals of objects. 2. Object can be concave. 3. I can't use shaders(see below why).

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  • 15 Puzzle Shuffle Method Issues

    - by Codemiester
    I am making a 15 puzzle game in C# that allows the user to enter a custom row and column value up to a maximum of a 10 x 10 puzzle. Because of this I am having problems with the shuffle method. I want to make it so the puzzle is always solvable. By first creating a winning puzzle then shuffling the empty space. The problem is it is too inefficient to call every click event each time. I need a way to invoke the click event of a button adjacent to the empty space but not diagonal. I also use an invisible static button for the empty spot. The PuzzlePiece class inherits from Button. I am not too sure how to do this. I would appreciate any help. Thanks here is what I have: private void shuffleBoard() { //5 is just for test purposes for (int i = 0; i < 5; i++) { foreach (Control item in this.Controls) { if (item is PuzzlePiece) { ((PuzzlePiece)item).PerformClick(); } } } } void PuzzlePiece_Click(object sender, EventArgs e) { PuzzlePiece piece = (PuzzlePiece)sender; if (piece.Right == puzzleForm.emptyPiece.Left && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Left == puzzleForm.emptyPiece.Right && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Top == puzzleForm.emptyPiece.Bottom && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } else if (piece.Bottom == puzzleForm.emptyPiece.Top && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } }

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  • World Location issues with camera and particle

    - by Joe Weeks
    I have a bit of a strange question, I am adapting the existing code base including the tile engine as per the book: XNA 4.0 Game Development by example by Kurt Jaegers, particularly the aspect that I am working on is the part about the 2D platformer in the last couple of chapters. I am creating a platformer which has a scrolling screen (similar to an old school screen chase), I originally did not have any problems with this aspect as it is simply a case of updating the camera position on the X axis with game time, however I have since added a particle system to allow the players to fire weapons. This particle shot is updated via the world position, I have translated everything correctly in terms of the world position when the collisions are checked. The crux of the problem is that the collisions only work once the screen is static, whilst the camera is moving to follow the player, the collisions are offset and are hitting blocks that are no longer there. My collision for particles is as follows (There are two vertical and horizontal): protected override Vector2 horizontalCollisionTest(Vector2 moveAmount) { if (moveAmount.X == 0) return moveAmount; Rectangle afterMoveRect = CollisionRectangle; afterMoveRect.Offset((int)moveAmount.X, 0); Vector2 corner1, corner2; // new particle world alignment code. afterMoveRect = Camera.ScreenToWorld(afterMoveRect); // end. if (moveAmount.X < 0) { corner1 = new Vector2(afterMoveRect.Left, afterMoveRect.Top + 1); corner2 = new Vector2(afterMoveRect.Left, afterMoveRect.Bottom - 1); } else { corner1 = new Vector2(afterMoveRect.Right, afterMoveRect.Top + 1); corner2 = new Vector2(afterMoveRect.Right, afterMoveRect.Bottom - 1); } Vector2 mapCell1 = TileMap.GetCellByPixel(corner1); Vector2 mapCell2 = TileMap.GetCellByPixel(corner2); if (!TileMap.CellIsPassable(mapCell1) || !TileMap.CellIsPassable(mapCell2)) { moveAmount.X = 0; velocity.X = 0; } return moveAmount; } And the camera is pretty much the same as the one in the book... with this added (as an early test). public static void Update(GameTime gameTime) { position.X += 1; }

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  • I need an approach to the problem of preventing inserting duplicate records into the database

    - by Maurice
    Apologies is this question is asked on the incorrect "stack" A webservice that I call returns a list of data. The data from the webservice is updated periodically, so a call to the webservice done in one hour could return the same data as a call done in an hour. Also, the data is returned based on a start and end date. We have multiple users that can run the webservice search, and duplicate data is most likely to be returned (especially for historical data). However I don't want to insert this duplicate data in the database. I've created a db table in which the data is stored (most important columns are) Id int autoincrement PK Date date not null --The date to which the data set belongs. LastUpdate date not null --The date the data set was last updated. UserName varchar(50) --The name of the user doing the search. I use sql server 2008 express with c# 4.0 and visual studio 2010. Entity Framework is used as the ORM. If stored procedures could be avoided in the proposed solution, then that will be a plus. Another way of looking interpreting what I'm asking a solution for is as follows: I have a million unique records in my table. A user does a new search. The search results from the user contains around 300k of the data that is already in the db. An efficient solution to finding an inserting only the unique records is needed.

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  • How do I draw a scrolling background?

    - by droidmachine
    How can I draw background tile in my 2D side-scrolling game? Is that loop logical for OpenGL es? My tile 2400x480. Also I want to use parallax scrolling for my game. batcher.beginBatch(Assets.background); for(int i=0; i<100; i++) batcher.drawSprite(0+2400*i, 240, 2400, 480, Assets.backgroundRegion); batcher.endBatch(); UPDATE And thats my onDrawFrame.I'm sending deltaTime for fps control. public void onDrawFrame(GL10 gl) { GLGameState state = null; synchronized(stateChanged) { state = this.state; } if(state == GLGameState.Running) { float deltaTime = (System.nanoTime()-startTime) / 1000000000.0f; startTime = System.nanoTime(); screen.update(deltaTime); screen.present(deltaTime); } if(state == GLGameState.Paused) { screen.pause(); synchronized(stateChanged) { this.state = GLGameState.Idle; stateChanged.notifyAll(); } } if(state == GLGameState.Finished) { screen.pause(); screen.dispose(); synchronized(stateChanged) { this.state = GLGameState.Idle; stateChanged.notifyAll(); } } }

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  • Particle trajectory smoothing: where to do the simulation?

    - by nkint
    I have a particle system in which I have particles that are moving to a target and the new targets are received via network. The list of new target are some noisy coordinates of a moving target stored in the server that I want to smooth in the client. For doing the smoothing and the particle I wrote a simple particle engine with standard euler integration model. So, my pseudo code is something like that: # pseudo code class Particle: def update(): # do euler motion model integration: # if the distance to the target is more than a limit # add a new force to the accelleration # seeking the target, # and add the accelleration to velocity # and velocity to the position positionHistory.push_back(position); if history.length > historySize : history.pop_front() class ParticleEngine: particleById = dict() # an associative array # where the keys are the id # and particle istances are sotred as values # this method is called each time a new tcp packet is received and parsed def setNetTarget(int id, Vec2D new_target): particleById[id].setNewTarget(new_target) # this method is called each new frame def draw(): for p in particleById.values: p.update() beginVertex(LINE_STRIP) for v in p.positionHistory: vertex(v.x, v.y) endVertex() The new target that are arriving are noisy but setting some accelleration/velocity parameters let the particle to have a smoothed trajectories. But if a particle trajectory is a circle after a while the particle position converge to the center (a normal behaviour of euler integration model). So I decided to change the simulation and use some other interpolation (spline?) or smooth method (kalman filter?) between the targets. Something like: switch( INTERPOLATION_MODEL ): case EULER_MOTION: ... case HERMITE_INTERPOLATION: ... case SPLINE_INTERPOLATION: ... case KALMAN_FILTER_SMOOTHING: ... Now my question: where to write the motion simulation / trajectory interpolation? In the Particle? So I will have some Particle subclass like ParticleEuler, ParticleSpline, ParticleKalman, etc..? Or in the particle engine?

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  • c# scripting execution with xna (actions take more than 1 frame)

    - by user658091
    I'm trying to figure out how to implement c# scripting into my game (XNA with C#). I will be using C# as the scripting language. My question is, how to call functions that take more than 1 frame to finish? For example: class UserScript : Script { public override void execute(Game game) { //script must wait for dialog to be closed game.openDialog("This is a dialog"); //script should'nt wait for this int goldToGive = 100; goldToGive += 100; game.addGold(goldToGive); // //script should wait for cinematic to end game.startCinematic("name_of_cinematic"); //doesn't wait game.addGold(100); } } I found that you can do that with yield, but I'm not sure if it's the correct way (It's from 2010, the article mentioned no longer exists). http://stackoverflow.com/questions/3540231/implementing-a-simple-xml-based-scripting-language-for-an-xna-game Is yield the answer? If so, can anyone point me any examples/tutorials/books? I haven't found any regarding my situation. If not, what approach should I take? or am I better off with multi-threading?

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  • How exactly to implement multiple threads in a game

    - by xerwin
    So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of them were single-threaded simple games. But now, I learned how easy it is to make threads in Java, I want to take things to the next level. I started thinking about how would I actually implement threading in a game. I read couple of articles that say the same thing "Usually you have thread for rendering, for updating game logic, for AI, ..." but I haven't (or didn't look hard enough) found example of implementation. My idea how to make implementation is something like this (example for AI) public class AIThread implements Runnable{ private List<AI> ai; private Player player; /*...*/ public void run() { for (int i = 0; i < ai.size(); i++){ ai.get(i).update(player); } Thread.sleep(/* sleep until the next game "tick" */); } } I think this could work. If I also had a rendering and updating thread list of AI in both those threads, since I need to draw the AI and I need to calculate the logic between player and AI(But that could be moved to AIThread, but as an example) . Coming from C++ I'm used to do thing elegantly and efficiently, and this seems like neither of those. So what would be the correct way to handle this? Should I just keep multiple copies of resources in each thread or should I have the resources on one spot, declared with synchronized keyword? I'm afraid that could cause deadlocks, but I'm not yet qualified enough to know when a code will produce deadlock.

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  • How can I use timer to stop another thread? [on hold]

    - by Haoda Fu
    How can we stop another thread based on a timer? I was trying to use timer to stop another thread. But I didn't got a success. To better illustrate my point and for your easy to understand the key issue. I made the following sample example. Your help is really appreciated using System; using System.Collections.Generic; using System.Text; using System.Threading; using System.Timers; namespace TestCodes { public static class Program { private static Thread nT = new Thread(PrintABC); private static System.Timers.Timer aTimer; public static void Main() { aTimer = new System.Timers.Timer(1000); aTimer.Elapsed += TimerCallback; aTimer.Interval = 1000; aTimer.Enabled = true; nT.Start(); Console.ReadLine(); } private static void TimerCallback(Object o, ElapsedEventArgs e) { nT.Join(); Console.WriteLine("Complete the PrintABC"); GC.Collect(); } private static void PrintABC() { for (int iter = 1; iter < 300; iter++) { Console.WriteLine(iter+"abc"); Console.ReadKey(); //Thread.Sleep(100); } } } }

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  • How to store bitmaps in memory?

    - by Geotarget
    I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc) I'm not working with 3D graphics or DirectX / OpenGL rendering and so I don't need to use graphics card compatible bitmap formats. My questions: What is the "usual" or "normal" way to store bitmaps in memory? (in C++ engines/projects?) How to store bitmaps for high-performance algorithms, such that read/write times are the fastest? (fixed array? with/without padding? 24-bpp or 32-bpp?) How to store bitmaps for applications handling a lot of bitmap data, to minimize memory usage? (JPEG? or a faster [de]compression algorithm?) Some possible methods: Use a fixed packed 24-bpp or 32-bpp int[] array and simply access pixels using pointer access, all pixels are allocated in one continuous memory chunk (could be 1-10 MB) Use a form of "sparse" data storage so each line of the bitmap is allocated separately, reusing more memory and requiring smaller contiguous memory segments Store bitmaps in its compressed form (PNG, JPG, GIF, etc) and unpack only when its needed, reducing the amount of memory used. Delete the unpacked data if its not used for 10 secs.

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  • Knowing state of game in real time

    - by evthim
    I'm trying to code a tic tac toe game in java and I need help figuring out how to efficiently and without freezing the program check if someone won the game. I'm only in the design stages now, I haven't started programming anything but I'm wondering how would I know at all times the state of the game and exactly when someone wins? Response to MarkR: (note: had to place comment here, it was too long for comment section) It's not a homework problem, I'm trying to get more practice programming GUI's which I've only done once as a freshman in my second introductory programming course. I understand I'll have a 2D array. I plan to have a 2D integer array where x would equal 1 and o would equal 0. However, won't it take too much time if I check after every move if someone won the game? Is there a way or a data structure or algorithm I can use so that the program will know the state (when I say state I mean not just knowing every position on the board, the int array will take care of that, I mean knowing that user 1 will win if he places x on this block) of the game at all times and thus can know automatically when someone won?

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  • How do I parse a header with two different version [ID3] avoiding code duplication?

    - by user66141
    I really hope you can give me some interesting viewpoints for my situation, because I am not satisfied with my current approach. I am writing an MP3 parser, starting with an ID3v2 parser. Right now I`m working on the extended header parsing, my issue is that the optional header is defined differently in version 2.3 and 2.4 of the tag. The 2.3 version optional header is defined as follows: struct ID3_3_EXTENDED_HEADER{ DWORD dwExtHeaderSize; //Extended header size (either 6 or 8 bytes , excluded) WORD wExtFlags; //Extended header flags DWORD dwSizeOfPadding; //Size of padding (size of the tag excluding the frames and headers) }; While the 2.4 version is defined : struct ID3_4_EXTENDED_HEADER{ DWORD dwExtHeaderSize; //Extended header size (synchsafe int) BYTE bNumberOfFlagBytes; //Number of flag bytes BYTE bFlags; //Flags }; How could I parse the header while minimizing code duplication? Using two different functions to parse each version sounds less great, using a single function with a different flow for each occasion is similar, any good practices for this kind of issues ? Any tips for avoiding code duplication? Any help would be appreciated.

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  • Windows Physical Direct Memory Mapping

    - by chrisjleaf
    I'm a bit disappointed there is almost no discussion of this no matter where I look so I guess I'll have to ask. I'm writing a cross platform memory bench marking application which requires direct physical address mapping rather than virtual addressing. EDIT The solution would look something like the Linux/Unix system calls: int fd = open("/dev/mem", O_RDONLY); mmap(NULL, len, PROT_READ, MAP_SHARED, fd, PHYSICAL_ADDRESS_OFFSET); which will require the kernel to either give you a virtual page mapping to the desired physical address or return that it failed. This does require supervisor privileges but that is ok. I have seen a lot of information about shared memory and memory mapped files but all of these reside on disc and are thus not really useful when I'm trying to make a system dependent read. It is very similar to writing an IO driver although I do no need write permissions to the physical address. This site gives an example of how to do it on a driver level using the Windows Driver Kit: NT Insider: Sharing Memory between drivers and applications This solution would probably require Visual Studio which currently I do not have access to. (I have downloaded the WDK api but it complained about my use of GCC for Windows). I'm traditionally a Linux programmer so I'm hoping there might be something really simple I'm missing. Thanks in advance if you know something I don't!

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  • How to Script a backup for each database on an MSSQL Engine?

    - by Geo
    We need to backup 40 databases inside an MS SQL Server Engine. We backup each database with the following script: BACKUP DATABASE [dbname1] TO DISK = N'J:\SQLBACKUPS\dbname1.bak' WITH NOFORMAT, INIT, NAME = N'dbname1-Full Database Backup', SKIP, NOREWIND, NOUNLOAD, STATS = 10 GO declare @backupSetId as int select @backupSetId = position from msdb..backupset where database_name=N'dbname1' and backup_set_id=(select max(backup_set_id) from msdb..backupset where database_name=N'dbname1' ) if @backupSetId is null begin raiserror(N'Verify failed. Backup information for database ''dbname1'' not found.', 16, 1) end RESTORE VERIFYONLY FROM DISK = N'J:\SQLBACKUPS\dbname1.bak' WITH FILE = @backupSetId, NOUNLOAD, NOREWIND GO We will like to add to the script the functionality of taking each database and replacing it in the above script. Basically a script that will create and verify each database backup from an engine. I am looking for something like this: For each database in database-list sp_backup(database) // this is the call to the script above. End For any ideas?

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  • Mouse Speed in GLUT and OpenGL?

    - by CroCo
    I would like to simulate a point that moves in 2D. The input should be the speed of the mouse, so the new position will be computed as following new_position = old_position + delta_time*mouse_velocity As far as I know in GLUT there is no function to acquire the current speed of the mouse between each frame. What I've done so far to compute the delta_time as following void Display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glColor3f(1.0f, 0.0f, 0.0f); static int delta_t, current_t, previous_t; current_t = glutGet(GLUT_ELAPSED_TIME); delta_t = current_t - previous_t; std::cout << delta_t << std::endl; previous_t = current_t; glutSwapBuffers(); } Where should I start from here? (Note: I have to get the speed of the mouse because I'm modeling a system) Edit: Based on the above code, delta_time fluctuates so much 34 19 2 20 1 20 0 16 1 1 10 21 0 13 1 19 34 0 13 0 6 1 14 Why does this happen?

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  • What to Return with Async CRUD methods C#

    - by RualStorge
    While there is a similar question focused on Java, I've been in debates with utilizing Task objects. What's the best way to handle returns on CRUD methods (and similar)? Common returns we've seen over the years are: Void (no return unless there is an exception) Boolean (True on Success, False on Failure, exception on unhandled failure) Int or GUID (Return the newly created objects Id, 0 or null on failure, exception on unhandled failure) The updated Object (exception on failure) Result Object (Object that houses the manipulated object's ID, Boolean or status field to with success or failure indicated, Exception information if there was one, etc) The concern comes into play as we've started moving over to utilizing C# 5's Async functionality, and this brought the question up of how we should handle CRUD returns large-scale. In our systems we have a little of everything in regards to what we return, we want to make these returns standardized... Now the question is what is the recommended standard? Is there even a recommended standard yet? (I realize we need to decide our standard, but typically we do so by looking at best practices, see if it makes sense for us and go from there, but here we're not finding much to work with)

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  • Count all received packet using Tshark

    - by user1269592
    i am build application who start capturing via Tshark with command line and i am looking for option to count all the received packets after i am start Tshark process this is my function who start the process: int _interfaceNumber; string _pcapPath; Process tshark = new Process(); tshark.StartInfo.FileName = _tshark; tshark.StartInfo.Arguments = string.Format(" -i " + _interfaceNumber + " -V -x -s " + _packetLimitSize + " -w " + _pcapPath); tshark.StartInfo.RedirectStandardOutput = true; tshark.StartInfo.UseShellExecute = false; tshark.StartInfo.CreateNoWindow = true; tshark.StartInfo.WindowStyle = ProcessWindowStyle.Hidden; tshark.Start(); maybe someone had an idea ?

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  • Drawing a texture line between two vectors in XNA WP7

    - by Krav
    I want to create a simple graph maker in WP7. The goal is to draw a texture line between two vectors what the user defines with touch. I already made the rotation, and it is working, but not correctly, because it doesn't calculate the line's texture height, and because of that, there are too many overlapping textures. So it does draw the line, but too many of them. How could I calculate it correctly? Here is the code: public void DrawLine(Vector2 st,Vector2 dest,NodeUnit EdgeParent,NodeUnit EdgeChild) { float d = Vector2.Distance(st, dest); float rotate = (float)(Math.Atan2(st.Y - dest.Y, st.X - dest.X)); direction = new Vector2(((dest.X - st.X) / (float)d), (dest.Y - st.Y) / (float)d); Vector2 _pos = st; World.TheHive.Add(new LineHiveMind(linetexture, _pos, rotate, EdgeParent, EdgeChild,new List<LineUnit>())); for (int i = 0; i < d; i++) { World.TheHive.Last()._lines.Add(new LineUnit(linetexture, _pos, rotate, EdgeParent, EdgeChild)); _pos += direction; } } d is for the Distance of the st (Starting node) and dest (Destination node) rotate is for rotation direction calculates the direction between the starting and the destination node _pos is for starting position changing Thanks for any suggestions/help!

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