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  • stringindexoutofbounds with currency converter java program

    - by user1795926
    I am have trouble with a summary not showing up. I am supposed to modify a previous Java assignment by by adding an array of objects. Within the loop, instantiate each individual object. Make sure the user cannot keep adding another Foreign conversion beyond your array size. After the user selects quit from the menu, prompt if the user want to display a summary report. If they select ‘Y’ then, using your array of objects, display the following report: Item Conversion Dollars Amount 1 Japanese Yen 100.00 32,000.00 2 Mexican Peso 400.00 56,000.00 3 Canadian Dollar 100.00 156.00 etc. Number of Conversions = 3 There are no errors when I compile..but when I run the program it is fine until I hit 0 to end the conversion and have it ask if i want to see a summary. This error displays: Exception in thread "main" java.lang.StringIndexOutOfBoundsException: String index out of range: 0 at java.lang.String.charAt(String.java:658) at Lab8.main(Lab8.java:43) my code: import java.util.Scanner; import java.text.DecimalFormat; public class Lab8 { public static void main(String[] args) { final int Max = 10; String a; char summary; int c = 0; Foreign[] Exchange = new Foreign[Max]; Scanner Keyboard = new Scanner(System.in); Foreign.opening(); do { Exchange[c] = new Foreign(); Exchange[c].getchoice(); Exchange[c].dollars(); Exchange[c].amount(); Exchange[c].vertical(); System.out.println("\n" + Exchange[c]); c++; System.out.println("\n" + "Please select 1 through 4, or 0 to quit" + >"\n"); c= Keyboard.nextInt(); } while (c != 0); System.out.print("\nWould you like a summary of your conversions? (Y/N): "); a = Keyboard.nextLine(); summary = a.charAt(0); summary = Character.toUpperCase(summary); if (summary == 'Y') { System.out.println("\nCountry\t\tRate\t\tDollars\t\tAmount"); System.out.println("========\t\t=======\t\t=======\t\t========="); for (int i=0; i < Exchange.length; i++) System.out.println(Exchange[i]); Foreign.counter(); } } } I looked at line 43 and its this line: summary = a.charAt(0); But I am not sure what's wrong with it, can anyone point it out? Thank you.

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  • Java looping through array - Optimization

    - by oudouz
    I've got some Java code that runs quite the expected way, but it's taking some amount of time -some seconds- even if the job is just looping through an array. The input file is a Fasta file as shown in the image below. The file I'm using is 2.9Mo, and there are some other Fasta file that can take up to 20Mo. And in the code im trying to loop through it by bunches of threes, e.g: AGC TTT TCA ... etc The code has no functional sens for now but what I want is to append each Amino Acid to it's equivalent bunch of Bases. Example : AGC - Ser / CUG Leu / ... etc So what's wrong with the code ? and Is there any way to do it better ? Any optimization ? Looping through the whole String is taking some time, maybe just seconds, but need to find a better way to do it. import java.io.BufferedReader; import java.io.File; import java.io.FileNotFoundException; import java.io.FileReader; import java.io.IOException; public class fasta { public static void main(String[] args) throws IOException { File fastaFile; FileReader fastaReader; BufferedReader fastaBuffer = null; StringBuilder fastaString = new StringBuilder(); try { fastaFile = new File("res/NC_017108.fna"); fastaReader = new FileReader(fastaFile); fastaBuffer = new BufferedReader(fastaReader); String fastaDescription = fastaBuffer.readLine(); String line = fastaBuffer.readLine(); while (line != null) { fastaString.append(line); line = fastaBuffer.readLine(); } System.out.println(fastaDescription); System.out.println(); String currentFastaAcid; for (int i = 0; i < fastaString.length(); i+=3) { currentFastaAcid = fastaString.toString().substring(i, i + 3); System.out.println(currentFastaAcid); } } catch (NullPointerException e) { System.out.println(e.getMessage()); } catch (FileNotFoundException e) { System.out.println(e.getMessage()); } catch (IOException e) { System.out.println(e.getMessage()); } finally { fastaBuffer.close(); } } }

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  • GDI+ Load a jpg and save as 24bit png problem

    - by wookey
    Problem Hello all! I have this code which takes my jpg image loops through altering pixels and finally saving it as a png type. The problem is that the resulting image has a bit depth of 32 bits. I need it to be 24 bit, can any one shiny some light on the correct method of setting it? Am I along the right tracks looking at setting the pixel format to PixelFormat24bppRGB? Code static inline void Brighten(Gdiplus::Bitmap* img) { int width = img->GetWidth()/8,height = img->GetHeight(), max = (width*height),r,g,b; Gdiplus::Color pixel; for(int a = 0,x = 0, y = -1; a < max; ++a) { x = a%width; if(x == 0) ++y; img->GetPixel(x,y,&pixel); r = pixel.GetR(); g = pixel.GetG(); b = pixel.GetB(); if (r > 245) r = 245; if (g > 245) g = 245; if (b > 245) b = 245; r = 10; g = 10; b = 10; pixel = Gdiplus::Color(r,g,b); img->SetPixel(x,y,pixel);; } } ULONG_PTR m_dwToken = 0; Gdiplus::GdiplusStartupInput input; Gdiplus::GdiplusStartupOutput output; Gdiplus::GdiplusStartup( &m_dwToken, &input, &output ); USES_CONVERSION_EX; Gdiplus::ImageCodecInfo* pEncoders = static_cast< Gdiplus::ImageCodecInfo* >( _ATL_SAFE_ALLOCA(1040, _ATL_SAFE_ALLOCA_DEF_THRESHOLD)); Gdiplus::DllExports::GdipGetImageEncoders(5, 1040, pEncoders ); CLSID clsidEncoder = pEncoders[4].Clsid; Gdiplus::Bitmap img1((CT2W)L"IMG_1.JPG"); Brighten(&img1); img1.Save((CT2W)L"IMG_1_R3.PNG",&clsidEncoder,NULL); Thanks in advance!

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  • vector does not erase content correctly (infite amount run of copy asignment operator untill crash [BEX])?

    - by Gam Erix
    Well my problem is that after I want to "unload" loaded DLL's the copy assignmnent operator is called an unlimited amount of times until crash. The code from which I remove the vector data looks like this: void UnloadPlugins() { dbg(("[DBG]UnloadPlugins()")); for(std::vector<DLLInfo>::iterator it = plugins.begin(); it != plugins.end(); ++it) { plugins.erase(it); } dbg(("[DBG]UnloadPlugins()::Done")); } however "[DBG]UnloadPlugins()::Done" gets never printed. this is my copy assignmnent operator: // 2. copy assignment operator DLLInfo& operator=(const DLLInfo& that) { dbg(("[DBG]Start-DLLInfo& operator=(const DLLInfo& that)")); Instance = that.Instance;//hinstance dbg(("[DBG]DLLInfo 1")); //Identifier.assign(that.Identifier);//string dbg(("[DBG]DLLInfo 2")); IsAMX = that.IsAMX;//integer dbg(("[DBG]DLLInfo 3")); dwSupportFlags = that.dwSupportFlags;//integer dbg(("[DBG]DLLInfo 4")); Load = that.Load;//integer dbg(("[DBG]DLLInfo 5")); Unload = that.Unload;//integer dbg(("[DBG]DLLInfo 6")); Supports = that.Supports;//integer dbg(("[DBG]DLLInfo 7")); ProcessTick = that.ProcessTick;//integer dbg(("[DBG]DLLInfo 8")); AmxLoad = that.AmxLoad;//integer dbg(("[DBG]DLLInfo 9")); AmxUnload = that.AmxUnload;//integer dbg(("[DBG]DLLInfo 10")); UseDestructor = that.UseDestructor;//bool dbg(("[DBG]DLLInfo 11")); KeyboardHit = that.KeyboardHit;//integer dbg(("[DBG]End-DLLInfo& operator=(const DLLInfo& that)")); return *this; } So the log looks like: [17:50:50] [DBG]UnloadPlugins() [17:50:50] [DBG]~DLLInfo [17:50:50] [DBG]~DLLInfo::if(this->UseDestructor) passed [17:50:50] [DBG]~DLLInfo::if(this->UseDestructor)::if(this->Unload != NULL && this->IsAMX) passed [17:50:50] [DBG]~DLLInfo::end [17:50:50] [DBG]Start-DLLInfo& operator=(const DLLInfo& that) [17:50:50] [DBG]DLLInfo 1 [17:50:50] [DBG]DLLInfo 2 [17:50:50] [DBG]DLLInfo 3 [17:50:50] [DBG]DLLInfo 4 [17:50:50] [DBG]DLLInfo 5 [17:50:50] [DBG]DLLInfo 6 [17:50:50] [DBG]DLLInfo 7 [17:50:50] [DBG]DLLInfo 8 [17:50:50] [DBG]DLLInfo 9 [17:50:50] [DBG]DLLInfo 10 [17:50:50] [DBG]DLLInfo 11 [17:50:50] [DBG]End-DLLInfo& operator=(const DLLInfo& that) [17:50:50] [DBG]Start-DLLInfo& operator=(const DLLInfo& that) ... [17:50:50] [DBG]End-DLLInfo& operator=(const DLLInfo& that) ...repeat until crash What could the problem be?

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  • Second query to SQLite (on iPhone) errors.

    - by Luke
    Hi all, On the iPhone, I am developing a class for a cart that connects directly to a database. To view the cart, all items can be pulled from the database, however, it seems that removing them doesn't work. It is surprising to me because the error occurs during connection to the database, except not the second time I connect even after the DB has been closed. #import "CartDB.h" #import "CartItem.h" @implementation CartDB @synthesize database, databasePath; - (NSMutableArray *) getAllItems { NSMutableArray *items = [[NSMutableArray alloc] init]; if([self openDatabase]) { const char *sqlStatement = "SELECT * FROM items;"; sqlite3_stmt *compiledStatement; if(sqlite3_prepare_v2(cartDatabase, sqlStatement, -1, &compiledStatement, NULL) == SQLITE_OK) { while(sqlite3_step(compiledStatement) == SQLITE_ROW) { int rowId = sqlite3_column_int(compiledStatement, 0); int productId = sqlite3_column_int(compiledStatement, 1); NSString *features = [NSString stringWithUTF8String:(char *)sqlite3_column_text(compiledStatement, 2)]; int quantity = sqlite3_column_int(compiledStatement, 3); CartItem *cartItem = [[CartItem alloc] initWithRowId:rowId productId:productId features:features quantity:quantity]; [items addObject:cartItem]; [cartItem release]; } } sqlite3_finalize(compiledStatement); } [self closeDatabase]; return items; } - (BOOL) removeCartItem:(CartItem *)item { sqlite3_stmt *deleteStatement; [self openDatabase]; const char *sql = "DELETE FROM items WHERE id = ?"; if(sqlite3_prepare_v2(cartDatabase, sql, -1, &deleteStatement, NULL) != SQLITE_OK) { return NO; } sqlite3_bind_int(deleteStatement, 1, item.rowId); if(SQLITE_DONE != sqlite3_step(deleteStatement)) { sqlite3_reset(deleteStatement); [self closeDatabase]; return NO; } else { sqlite3_reset(deleteStatement); [self closeDatabase]; return YES; } } - (BOOL) openDatabase { if(sqlite3_open([databasePath UTF8String], &cartDatabase) == SQLITE_OK) { return YES; } else { return NO; } } - (void) closeDatabase { sqlite3_close(cartDatabase); } The error occurs on the line where the connection is opened in openDatabase. Any ideas? Need to flush something? Something gets autoreleased? I really can't figure it out. --Edit-- The error that I receive is GDB: Program received signal "EXC_BAD_ACCESS". --Edit-- I ended up just connecting in the init and closing in the free methods, which might not be the proper way, but that's another question altogether so it's effectively persistent instead of connecting multiple times. Still would be nice to know what was up with this for future reference.

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  • Issue in event.PreventDefault()

    - by Prathiba
    I'm using twitter bootstrap in my application. i gave e.preventDefault for link button in $(document).reday(), but it is not working. Here is my code: Master page: <a id="lnkLogout" href="javascript:void(0);" onclick="PageLogout();"><i class="icon-off"> </i>Logout</a> <script type="text/javascript" language="javascript"> $(document).ready(function () { $('#lnkLogout').click(function (e) { e.preventDefault(); }); }); function PageLogout() { //Code for logout from the application.... } </script> SampleDefaultPage.aspx : <div class="row-fluid"> <div class="form-horizontal"> <h4 class="header blue bolder smaller"> Contact</h4> <div class="control-group"> <label for="form-field-email" class="control-label"> Email</label> <div class="controls"> <input type="text" style="width:200px;" data-val="true" data-val-required="Mobile Number is required." id="txtEmail"> <div class="space-3"> </div> <span data-valmsg-replace="true" data-valmsg-for="txtEmail" class="field-validation-valid text-warning red"></span> </div> </div> <div class="control-group"> <label for="form-field-website" class="control-label"> Phone Number</label> <div class="controls"> <input type="text" style="width:200px;" id="txtPhno"> </div> </div> </div> I have given txtEmail as mandatory field. if i left that field blank and click on Logout button in Master page, it says txtEmail is required. i dint do any validation in Logout onclick event. I have given preventDefault for Logout link. But still facing an issue. I should be able to logout even though txtEmail is left blank. Thank you all in advance for your response.

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  • Entity Framework: An object with the same key already exists in the objectstatemanager

    - by NealR
    I see that this question has been asked a lot, however I haven't found anything yet that solves the problem I'm having. Obviously i'm using the Entity Framework to perform an update to a record. Once the updates are complete, however, whenever I try to save I get the following error message: An object with the same key already exists in the objectstatemanager At first I was passing in a collection object from the view that contained a copy of the the ZipCodeTerritory model object zipToUpdate. I changed the code by pulling this object out and just sending in the relevant fields instead. However, I'm still getting the same error. What's also weird is the first time I run this code, it works fine. Any attempt after that I get the error. Controller Here is the code from the method calling the edit function public static string DescriptionOnly(ZipCodeIndex updateZip) { if (!string.IsNullOrWhiteSpace(updateZip.newEffectiveDate) || !string.IsNullOrWhiteSpace(updateZip.newEndDate)) { return "Neither effective or end date can be present if updating Territory Code only; "; } _updated = 0; foreach (var zipCode in updateZip.displayForPaging.Where(x => x.Update)) { ProcessAllChanges(zipCode, updateZip.newTerritory, updateZip.newStateCode, updateZip.newDescription, updateZip.newChannelCode); } _msg += _updated + " record(s) updated; "; return _msg; } And here is the method that actually does the updating. private static void ProcessAllChanges(ZipCodeTerritory zipToUpdate, string newTerritory, string newStateCode, string newDescription, string newChannelCode) { try { if (!string.IsNullOrWhiteSpace(newTerritory)) zipToUpdate.IndDistrnId = newTerritory; if (!string.IsNullOrWhiteSpace(newStateCode)) zipToUpdate.StateCode = newStateCode; if (!string.IsNullOrWhiteSpace(newDescription)) zipToUpdate.DrmTerrDesc = newDescription; if (!string.IsNullOrWhiteSpace(newChannelCode)) zipToUpdate.ChannelCode = newChannelCode; if (zipToUpdate.EndDate == DateTime.MinValue) zipToUpdate.EndDate = DateTime.MaxValue; _db.Entry(zipToUpdate).State = EntityState.Modified; _db.SaveChanges(); _updated++; } catch (DbEntityValidationException dbEx) { _msg += "Error during update; "; EventLog.WriteEntry("Monet", "Error during ProcessAllChanges: " + zipToUpdate.ToString() + " |EX| " + dbEx.Message); } catch (Exception ex) { _msg += "Error during update; "; EventLog.WriteEntry("Monet", "Error during ProcessAllChanges: " + zipToUpdate.ToString() + " |MESSAGE| " + ex.Message); } } EDIT The ZipCodeIndex object contains a list of ZipCodeTerritory model objects. These aren't being pulled from a linq query, but instead simply passed back to the controller from the view. Here is the signature of the controller method that starts the process: [HttpPost] public ActionResult Update(ZipCodeIndex updateZip, string button)

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  • How to use method hiding (new) with generic constrained class

    - by ongle
    I have a container class that has a generic parameter which is constrained to some base class. The type supplied to the generic is a sub of the base class constraint. The sub class uses method hiding (new) to change the behavior of a method from the base class (no, I can't make it virtual as it is not my code). My problem is that the 'new' methods do not get called, the compiler seems to consider the supplied type to be the base class, not the sub, as if I had upcast it to the base. Clearly I am misunderstanding something fundamental here. I thought that the generic where T: xxx was a constraint, not an upcast type. This sample code basically demonstrates what I'm talking about. using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace GenericPartialTest { class ContextBase { public string GetValue() { return "I am Context Base: " + this.GetType().Name; } public string GetOtherValue() { return "I am Context Base: " + this.GetType().Name; } } partial class ContextSub : ContextBase { public new string GetValue() { return "I am Context Sub: " + this.GetType().Name; } } partial class ContextSub { public new string GetOtherValue() { return "I am Context Sub: " + this.GetType().Name; } } class Container<T> where T: ContextBase, new() { private T _context = new T(); public string GetValue() { return this._context.GetValue(); } public string GetOtherValue() { return this._context.GetOtherValue(); } } class Program { static void Main(string[] args) { Console.WriteLine("Simple"); ContextBase myBase = new ContextBase(); ContextSub mySub = new ContextSub(); Console.WriteLine(myBase.GetValue()); Console.WriteLine(myBase.GetOtherValue()); Console.WriteLine(mySub.GetValue()); Console.WriteLine(mySub.GetOtherValue()); Console.WriteLine("Generic Container"); Container<ContextBase> myContainerBase = new Container<ContextBase>(); Container<ContextSub> myContainerSub = new Container<ContextSub>(); Console.WriteLine(myContainerBase.GetValue()); Console.WriteLine(myContainerBase.GetOtherValue()); Console.WriteLine(myContainerSub.GetValue()); Console.WriteLine(myContainerSub.GetOtherValue()); Console.ReadKey(); } } }

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  • why my test performance class gives me inconsistent results even after proper warm-up?

    - by colinfang
    i made a class which helps me measure time for any methods in Ticks. Basically, it runs testing method 100x, and force GC, then it records time taken for another 100x method runs. x64 release ctrl+f5 VS2012/VS2010 the results are following: 2,914 2,909 2,913 2,909 2,908 2,907 2,909 2,998 2,976 2,855 2,446 2,415 2,435 2,401 2,402 2,402 2,399 2,401 2,401 2,400 2,399 2,400 2,404 2,402 2,401 2,399 2,400 2,402 2,404 2,403 2,401 2,403 2,401 2,400 2,399 2,414 2,405 2,401 2,407 2,399 2,401 2,402 2,401 2,404 2,401 2,404 2,405 2,368 1,577 1,579 1,626 1,578 1,576 1,578 1,577 1,577 1,576 1,578 1,576 1,578 1,577 1,578 1,576 1,578 1,577 1,579 1,585 1,576 1,579 1,577 1,579 1,578 1,579 1,577 1,578 1,577 1,578 1,576 1,578 1,577 1,578 1,599 1,579 1,578 1,582 1,576 1,578 1,576 1,579 1,577 1,578 1,577 1,591 1,577 1,578 1,578 1,576 1,578 1,576 1,578 As you can see there are 3 phases, first is ~2,900, second is ~2,400, then ~1,550 What might be the reason to cause it? the test performance class code follows: public static void RunTests(Func<long> myTest) { const int numTrials = 100; Stopwatch sw = new Stopwatch(); double[] sample = new double[numTrials]; Console.WriteLine("Checksum is {0:N0}", myTest()); sw.Start(); myTest(); sw.Stop(); Console.WriteLine("Estimated time per test is {0:N0} ticks\n", sw.ElapsedTicks); for (int i = 0; i < numTrials; i++) { myTest(); } GC.Collect(); string testName = myTest.Method.Name; Console.WriteLine("----> Starting benchmark {0}\n", myTest.Method.Name); for (int i = 0; i < numTrials; i++) { sw.Restart(); myTest(); sw.Stop(); sample[i] = sw.ElapsedTicks; } double testResult = DataSetAnalysis.Report(sample); for (int j = 0; j < numTrials; j = j + 5) Console.WriteLine("{0,8:N0} {1,8:N0} {2,8:N0} {3,8:N0} {4,8:N0}", sample[j], sample[j + 1], sample[j + 2], sample[j + 3], sample[j + 4]); Console.WriteLine("\n----> End of benchmark"); }

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  • Thread too slow. Better way to execute code (Android AndEngine)?

    - by rphello101
    I'm developing a game where the user creates sprites with every touch. I then have a thread run to check to see if those sprites collide with any others. The problem is, if I tap too quickly, I cause a null pointer exception error. I believe it's because I'm tapping faster than my thread is running. This is the thread I have: public class grow implements Runnable{ public grow(Sprite sprite){ } @Override public void run() { float radf, rads; //fill radius/stationary radius float fx=0, fy=0, sx, sy; while(down){ if(spriteC[spriteNum].active){ spriteC[spriteNum].sprite.setScale(spriteC[spriteNum].scale += 0.001); if(spriteC[spriteNum].sprite.collidesWith(ground)||spriteC[spriteNum].sprite.collidesWith(roof)|| spriteC[spriteNum].sprite.collidesWith(left)||spriteC[spriteNum].sprite.collidesWith(right)){ down = false; spriteC[spriteNum].active=false; yourScene.unregisterTouchArea(spriteC[spriteNum].sprite); } fx = spriteC[spriteNum].sprite.getX(); fy = spriteC[spriteNum].sprite.getY(); radf=spriteC[spriteNum].sprite.getHeightScaled()/2; Log.e("F"+Float.toString(fx),Float.toString(fy)); if(spriteNum>0) for(int x=0;x<spriteNum;x++){ rads=spriteC[x].sprite.getHeightScaled()/2; sx = spriteC[x].body.getWorldCenter().x * 32; sy = spriteC[x].body.getWorldCenter().y * 32; Log.e("S"+Float.toString(sx),Float.toString(sy)); Log.e(Float.toString((float) Math.sqrt(Math.pow((fx-sx),2)+Math.pow((fy-sy),2))),Float.toString((radf+rads))); if(Math.sqrt(Math.pow((fx-sx),2)+Math.pow((fy-sy),2))<(radf+rads)){ down = false; spriteC[spriteNum].active=false; yourScene.unregisterTouchArea(spriteC[spriteNum].sprite); Log.e("Collided",Boolean.toString(down)); } } } } spriteC[spriteNum].body = PhysicsFactory.createCircleBody(mPhysicsWorld, spriteC[spriteNum].sprite, BodyType.DynamicBody, FIXTURE_DEF); mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(spriteC[spriteNum].sprite, spriteC[spriteNum].body, true, true)); } } Better solution anyone? I know there is something to do with a handler, but I don't exactly know what that is or how to use one.

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  • Unexpected output while using Microsoft Visual Studio 2008 (Express Edition) C++ Command Line Tool

    - by Sujith S Pillai
    One of my friends sent this code to me, saying it doesn't work as expected: #include<stdio.h> void main() { int a [10] ={23, 100, 20, 30, 25, 45, 40, 55, 43, 42}; int sizeOfInput = sizeof(a)/sizeof(int); int b, outer, inner, c; printf("Size is : %d \n", sizeOfInput); printf("Values before bubble sort are : \n"); for ( b = 0; b < sizeOfInput; b++) printf("%d\n", a[b]); printf("End of values before bubble sort... \n"); for ( outer = sizeOfInput; outer > 0; outer-- ) { for ( inner = 0 ; inner < outer ; inner++) { printf ( "Comparing positions: %d and %d\n",inner,inner+1); if ( a[inner] > a[inner + 1] ) { int tmp = a[inner]; a[inner] = a [inner+1]; a[inner+1] = tmp; } } printf ( "Bubble sort total array size after inner loop is %d :\n",sizeOfInput); printf ( "Bubble sort sizeOfInput after inner loop is %d :\n",sizeOfInput); } printf ( "Bubble sort total array size at the end is %d :\n",sizeOfInput); for ( c = 0 ; c < sizeOfInput; c++) printf("Element: %d\n", a[c]); } I am using Micosoft Visual Studio Command Line Tool for compiling this on a Windows XP machine. cl /EHsc bubblesort01.c My friend gets the correct output on a dinosaur machine (code is compiled using TCC there). My output is unexpected. The array mysteriously grows in size, in between. If you change the code so that the variable sizeOfInput is changed to sizeOfInputt, it gives the expected results! A search done at Microsoft Visual C++ Developer Center doesn't give any results for "sizeOfInput". I am not a C/C++ expert, and am curious to find out why this happens - any C/C++ experts who can "shed some light" on this? Unrelated note: I seriously thought of rewriting the whole code to use quicksort or merge sort before posting it here. But, after all, it is not Stooge sort...

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  • Java Error When correct code is put together

    - by Eric
    I have a few string problems that I need to put together for a complete homework assignment. They all work correctly by themselves, but when I put them together in the main function, the last one that finds the smallest word in a string gives an error. Anyone know why? public static void main(String[] args){ Scanner sc = new Scanner(System.in); //Length of Word String word1 = sc.next(); System.out.println(word1.length()); //Evens in one string odds in the other String word2 = sc.next(); StringBuilder even = new StringBuilder(); StringBuilder odd = new StringBuilder(); for(int i = 0; i < word2.length(); i++){ if(i % 2 == 0){ even.append(word2.charAt(i)); } else{ odd.append(word2.charAt(i)); } } System.out.println(even + " " + odd); //Diminishing Suffix String word3 = sc.next(); for(int j = 0; j < word3.length(); j++){ System.out.print(word3.substring(j, word3.length()) + " "); } System.out.printf("\n"); //Letter Replacement String word4 = sc.next(); String word5 = sc.next(); String word6 = sc.next(); String word7 = word4.replace(word5, word6); System.out.println(word7); //How many times x appears in xstring String word8 = sc.next(); String word9 = sc.next(); int index = word8.indexOf(word9); int count = 0; while (index != -1) { count++; word8 = word8.substring(index + 1); index = word8.indexOf(word9); } System.out.println(count); System.out.println(); //Lexicographically smallest word String Sentence = sc.nextLine(); String[] myWords = Sentence.split(" "); int shortestLengths, shortestLocation; shortestLengths=(myWords[1]).length(); shortestLocation=1; for (int i = 1; i <myWords.length; i++) { if ((myWords[i]).length() < shortestLengths) { shortestLengths=(myWords[i]).length(); shortestLocation=i; } } System.out.println(myWords[shortestLocation]); } } Talking about the lexicographically smallest one

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  • priority_queue with dynamic priorities

    - by Layne
    Hey, I have a server application which accepts incomming queries and executes them. If there are too many queries they should be queued and if some of the other queries got executed the queued queries should be executed as well. Since I want to pass queries with different priorities I think using a priority_queue would be the best choice. e.g. The amout of the axcepting queries (a) hit the limt and new queries will be stored in the queue. All queries have a priority of 1 (lowest) if some of the queries from (a) get executed the programm will pick the query with the highest priority out of the queue and execute it. Still no problem. Now someone is sending a query with a priority of 5 which gets added to the queue. Since this is the query with the highest priority the application will execute this query as soon as the running queries no longer hit the limit. There might be the worst case that 500 queries with a priority of 1 are queued but wont be executed since someone is always sending queries with a priority of 5 hence these 500 queries will be queued for a looooong time. In order to prevent that I want to increase the prioritiy of all queries which have a lower priority than the query with the higher priority, in this example which have a priority lower than 5. So if the query with a priority of 5 gets pulled out of the queue all other queries with a priority < 5 should be increased by 0.2. This way queries with a low priority wont be queued for ever even if there might be 100 queries with a higher priority. I really hope can help me to solve the problem with the priorities: Since my queries consist of an object I thought something like this might work: class Query { public: Query( std::string p_stQuery ) : stQuery( p_stQuery ) {}; std::string getQuery() const {return stQuery;}; void increasePriority( const float fIncrease ) {fPriority += fIncrease;}; friend bool operator < ( const Query& PriorityFirst, const Query& PriorityNext ) { if( PriorityFirst.fPriority < PriorityNext.fPriority ) { if( PriorityFirst.fStartPriority < PriorityNext.fStartPriority ) { Query qTemp = PriorityFirst; qTemp.increasePriority( INCREASE_RATE ); } return true; } else { return false; } }; private: static const float INCREASE_RATE = 0.2; float fPriority; // current priority float fStartPriority; // initialised priority std::string stQuery; };

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  • Templated derived class in CRTP (Curiously Recurring Template Pattern)

    - by Butterwaffle
    Hi, I have a use of the CRTP that doesn't compile with g++ 4.2.1, perhaps because the derived class is itself a template? Does anyone know why this doesn't work or, better yet, how to make it work? Sample code and the compiler error are below. Source: foo.C #include <iostream> using namespace std; template<typename X, typename D> struct foo; template<typename X> struct bar : foo<X,bar<X> > { X evaluate() { return static_cast<X>( 5.3 ); } }; template<typename X> struct baz : foo<X,baz<X> > { X evaluate() { return static_cast<X>( "elk" ); } }; template<typename X, typename D> struct foo : D { X operator() () { return static_cast<D*>(this)->evaluate(); } }; template<typename X, typename D> void print_foo( foo<X,D> xyzzx ) { cout << "Foo is " << xyzzx() << "\n"; } int main() { bar<double> br; baz<const char*> bz; print_foo( br ); print_foo( bz ); return 0; } Compiler errors foo.C: In instantiation of ‘foo<double, bar<double> >’: foo.C:8: instantiated from ‘bar<double>’ foo.C:30: instantiated from here foo.C:18: error: invalid use of incomplete type ‘struct bar<double>’ foo.C:8: error: declaration of ‘struct bar<double>’ foo.C: In instantiation of ‘foo<const char*, baz<const char*> >’: foo.C:13: instantiated from ‘baz<const char*>’ foo.C:31: instantiated from here foo.C:18: error: invalid use of incomplete type ‘struct baz<const char*>’ foo.C:13: error: declaration of ‘struct baz<const char*>’

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  • Have main thread wait for a boost thread complete a task (but not finish).

    - by JAKE6459
    I have found plenty on making one thread wait for another to finish executing before continuing, but that is not what I wanted to do. I am not very familiar with using any multi-threading apis but right now I'm trying to learn boost. My situation is that I am using my main thread (the starting one from int main()) to create an instance of a class that is in charge of interacting with the main GUI. A class function is then called that creates a boost thread which in turn creates the GUI and runs the message pump. The thing I want to do is when my main thread calls the classes member function to create the GUI, I don't want that function to return until I tell it to from the newly created thread. This way my main thread can't continue and call more functions from the GUI class that interact with the GUI thread until that thread has completed GUI creation and entered the message loop. I think I may be able to figure it out if it was multiple boost thread objects interacting with each other, but when it is the main thread (non-boost object) interacting with a boost thread object, I get lost. Eventually I want a loop in my main thread to call a class function (among other tasks) to check if the user as entered any new input into the GUI (buy any changes detected by the message loop being updated into a struct and changing a bool to tell the main thread in the class function a change has occurred). Any suggestions for any of this would be greatly appreciated. This is the member function called by the main thread. int ANNGUI::CreateGUI() { GUIMain = new Main(); GUIThread = new boost::thread(boost::bind(&Main::MainThreadFunc, GUIMain)); return 0; }; This is the boost thread starting function. void Main::MainThreadFunc() { ANNVariables = new GUIVariables; WndProc = new WindowProcedure; ANNWindowsClass = new WindowsClass(ANNVariables, WndProc); ANNWindow = new MainWindow(ANNVariables); GUIMessagePump = new MessagePump; ANNWindow-ShowWindows(); while(true) { GUIMessagePump-ProcessMessage(); } }; BTW, everything compiles fine and when I run it, it works I just put a sleep() in the main thread so I can play with the GUI a little.

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  • Lotto program doesn't stop

    - by Naseyb Yaramis
    So I'm making a lotto game. You have to enter 6 lucky numbers and if they're the same as the lotto numbers then you win. Here is my code: using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace OefeningExaam { class Program { static void Main(string[] args) { Random getal = new Random(); int[] lottotrekking = new int[6]; Console.WriteLine("Geef je geluksgetallen in <tussen 1 en 42>"); Console.WriteLine("Geef je eerste getal in"); int getal1 = Convert.ToInt32(Console.ReadLine()); Console.WriteLine("Geef je tweede getal in"); int getal2 = Convert.ToInt32(Console.ReadLine()); Console.WriteLine("Geef je derde getal in"); int getal3 = Convert.ToInt32(Console.ReadLine()); Console.WriteLine("Geef je vierde getal in"); int getal4 = Convert.ToInt32(Console.ReadLine()); Console.WriteLine("Geef je vijfde getal in"); int getal5 = Convert.ToInt32(Console.ReadLine()); Console.WriteLine("Geef je zesde getal in"); int getal6 = Convert.ToInt32(Console.ReadLine()); while (getal1 != lottotrekking[0] || getal2 != lottotrekking[1] || getal3 != lottotrekking[2] || getal4 != lottotrekking[3] || getal5 != lottotrekking[4] || getal5 != lottotrekking[4] || getal6 != lottotrekking[5]) { for (int i = 0; i < lottotrekking.Length; i++) { int cijfer = getal.Next(1, 43); lottotrekking[i] = cijfer; Console.WriteLine(lottotrekking[0] + "\t " + lottotrekking[1] + "\t " + lottotrekking[2] + "\t " + lottotrekking[3] + "\t " + lottotrekking[4] + "\t " + lottotrekking[5]); } } if (getal1 == lottotrekking[0] && getal2 == lottotrekking[1] && getal3 == lottotrekking[2] && getal4 == lottotrekking[3] && getal5 == lottotrekking[4] && getal5 == lottotrekking[4] && getal6 == lottotrekking[5]) { Console.WriteLine(lottotrekking[0] + " " + lottotrekking[1] + " " + lottotrekking[2] + " " + lottotrekking[3] + " " + lottotrekking[4] + " " + lottotrekking[5]); } Console.ReadLine(); } } } The problem is that the program just keeps going and doesn't stop. It's supposed to stop when the lucky numbers are the same as the lotto numbers.

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  • C# setting case constant expressions, do they have to follow a specific order?

    - by Umeed
    Say I'm making a simple program, and the user is in the menu. And the menu options are 1 3 5 7 (i wouldn't actually do that but lets just go with it). and I want to make my switch statement using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace DecisionMaking2 { class Program { static void Main(string[] args) { Console.WriteLine("Please choose an option: "); string SelectedOpt = Console.ReadLine(); double Selection = Convert.ToDouble(SelectedOpt); double MenuOption = (Selection); switch (MenuOption) { case 1: Console.WriteLine("Selected option #1"); break; case 2: Console.WriteLine("Selected option #3"); break; case 3: Console.WriteLine("Selected option #5"); break; case 4: Console.WriteLine("Selected option #7"); break; default: Console.WriteLine("Please choose from the options List!"); break; } } } } would that work? or would I have to name each case constant expression the option number I am using? I went to the microsoft website and I didn't quite pick up on anything i was looking for. . Also while I have your attention, how would I make it so the user chooses from either option and because I don't know which option the user will select " double MenuOption = " could be anything, whatever the user inputs right? so would what I have even work? I am doing this all by hand, and don't get much lab time to work on this as I have tons of other courses to work on and then a boring job to go to, and my PC at home has a restarting issue lol. soo any and all help is greatly appreciated. p.s the computer I'm on right now posting this, doesn't have any compilers, coding programs, and it's not mine just to get that out of the way. Thanks again!

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  • iPhone OpenGL scrolling background jumps when texture is drawn for first time

    - by Magnum39
    I have been fighting a problem for a while now and would appreciate any help anybody could give. I have a sprite that moves within a landscape. The sprite remains in the center of the screen and the background moves to simulate that the sprite is moving within the landscape. I have split the landscape into sections so that I only draw the sections of the landscape that I need (are on screen). The Problem: As a new texture section of the screen appears on the screen (is drawn for the first time) the movement jumps. Almost like a frame is missed. I have done some timing experiments and I do not thinks a frame is missed. My processing is well below the 30fps that I have the animation set to. It only happens the first time the texture section is drawn. Is there something extra that is done the first time a texture is drawn? Here is the code: - (void) render{ // Sets up an array of values to use as the sprite vertices. const GLfloat sVerts[] = { -1.6f, -1.6f, 1.6f, -1.6f, -1.6f, 1.6f, 1.6f, 1.6f, }; static const GLfloat sTexCoords[] = { 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0 }; glDisableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Setup opengl to draw the object in correct orientation, size, position, etc glLoadIdentity(); // Enable use of the texture glEnable(GL_TEXTURE_2D); glVertexPointer(2, GL_FLOAT, 0, sVerts); glTexCoordPointer(2, GL_FLOAT, 0, sTexCoords); // draw the texture // set the position of the first tile float xOffset = -4.8; float yOffset = 4.8; int i; int y; int currentTexture = textureA; for(i=0; i<2; i++) { for(y=0; y<2; y++) { // test for the texture tile on the screen if not on screen then do not draw float localX = xOffset+(3.21*y); float localY = yOffset-(3.21*i); float xDiff = monkeyX - localX; float yDiff = monkeyY - localY; if(((xDiff < 3.2) && (xDiff > -3.2)) && ((yDiff <2.7) && (yDiff > -2.7))) { // bind the texture and set the vertex data pointers glBindTexture(GL_TEXTURE_2D, spriteTexture[currentTexture]); // move to draw position for the texture glLoadIdentity(); glTranslatef((localX+self.positionX), (localY+self.positionY), 0.0); //draw the texture glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } currentTexture++; } } }

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  • NullPointerException while trying to bind at SimpleCursorAdapter

    - by hrskrs
    I have asked a question before where i found my mistake. However now i am facing with another problem. I have checked all the similar errors asked on StackOverflow but without success.Any help is appriciated. The idea here is that i am getting image names from DB so depending on those names images from Drawable folder will be shown in a listView together with a description but im getting an error of NullPointException at setViewValue. Here is the code snippet: private void populateListView() { ListView customListView = (ListView)findViewById(R.id.lvCustom); Cursor cursor = DBhelper.getAllimages(); startManagingCursor(cursor); String[] from = { DBhelper.COLUMN_PIC_URL, DBhelper.COLUMN_PIC_DESC}; int[] to = {R.id.ivImg, R.id.tvTitle}; SimpleCursorAdapter cursorAdapter = new SimpleCursorAdapter(this, R.layout.custom_listview_row, cursor, from, to, 0); cursorAdapter.setViewBinder(new ViewBinder() { @Override public boolean setViewValue(View view, Cursor cursor, int columnIndex) { ImageView imageImageView = (ImageView)findViewById(R.id.ivImg); String[] imgNames = new String[cursor.getCount()]; int[] imgResourceIds = new int[cursor.getCount()]; for(int i=0; i<cursor.getCount(); i++){ imgNames[i] = cursor.getString(cursor.getColumnIndex(DBhelper.COLUMN_PIC_URL)); imgResourceIds[i] = getResources().getIdentifier(imgNames[i], "drawable", getPackageName()); imageImageView.setImageResource(imgResourceIds[i]); cursor.moveToNext(); } return true; } }); customListView.setAdapter(cursorAdapter); } Here is the Error from LogCat: I have tried to log the output of imgNames[i] where it returns the url pic from the DB correctly and imgResourceIds[i] where it return the image resource id correctly also(it does not return NULL but something like: 295731). But it stops at imageImageView.setImageResource(imgResourceIds[i]); To see from where that NullPointerException is coming, i commented out imageImageView.setImageResource(imgResourceIds[i]);. This time imageNames(those with a TAG) and imgResourceIds(those system printed out) came correctly but doubled, when i removed cursor.MoveToNext() last row were doubled. Here is the screen shot of that: I have tried all the suggestions on stack about gettin a NullException but without success. Any idea where i am doing mistake?

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  • Else without if

    - by user2808951
    I'm trying to write a code for my computer programming class for a project due Monday, and I'm pretty new to Java, but I'm trying to write a program that will first determine if a number the user inputs is even or odd and then determine if the number is prime or not. I'm not sure if I did the algorithm right or not, so if anyone has any corrections on the program to my algorithm or anything else please say so, but my real issue is that the program is refusing to compile. Every time I try, it says it's having an else without if problem. Here's a link to my command box: http://s1341.photobucket.com/user/Emi_Nightshade/media/Capture_zps45f9a2ea.png.html Here's my code: import java.io.*; import java.util.*; public class Lesson9p1_ThuotteEmily { public static void main(String args[]) { Scanner kbReader0=new Scanner(System.in); System.out.print("\n\nPlease enter an integer. An integer is whole number, and it can be either negative or positive. Please enter your number: "); long num=kbReader0.nextLong(); if(num%2==0) //if and else with braces { System.out.println("Your integer " + num + " is even."); } else { System.out.println("Your integer " + num + " is odd."); } Scanner kbReader1=new Scanner(System.in); System.out.print("\n\nWould you like to know if your number is prime? Please enter yes or no: "); String yn=kbReader1.nextLine(); if(yn.equals.IgnoreCase("Yes")) { System.out.println("Okay. Give me a moment."); { if(num%2==0) { System.out.println("Your number isn't prime."); } else if(num==2) { System.out.println("Your number is 2, which is the only even prime number in existence. Cool, right?"); } for(int i=3;i*i<=n;i+=2) { if(n%1==0) { System.out.println("Your number isn't prime."); } } else { System.out.println("Your number is prime!"); } } } if(yn.equals.IgnoreCase("No")) { System.out.println("Okay."); } } } If anyone could help me out with this and also any problems I may have made elsewhere in the program, I'd be very grateful! Thanks.

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  • Restrict sprite movement to vertical and horizontal

    - by Daniel Granger
    I have been battling with this for some time and my noob brain can't quite work it out. I have a standard tile map and currently use the following code to move my enemy sprite around the map -(void) movePlayer:(ccTime)deltaTime { if (CGPointEqualToPoint(self.position, requestedPosition)) return; float step = kPlayerSpeed * deltaTime; float dist = ccpDistance(self.position, requestedPosition); CGPoint vectorBetweenAB = ccpSub(self.position, requestedPosition); if (dist <= step) { self.position = requestedPosition; [self popPosition]; } else { CGPoint normVectorBetweenAB = ccpNormalize(vectorBetweenAB); CGPoint movementVectorForThisFrame = ccpMult(normVectorBetweenAB, step); if (abs(vectorBetweenAB.x) > abs(vectorBetweenAB.y)) { if (vectorBetweenAB.x > 0) { [self runAnimation:walkLeft]; } else { [self runAnimation:walkRight]; } } else { if (vectorBetweenAB.y > 0) { [self runAnimation:walkDown]; } else { [self runAnimation:walkUp]; } } if (self.position.x > movementVectorForThisFrame.x) { movementVectorForThisFrame.x = -movementVectorForThisFrame.x; } if (self.position.y > movementVectorForThisFrame.y) { movementVectorForThisFrame.y = -movementVectorForThisFrame.y; } self.position = ccpAdd(self.position, movementVectorForThisFrame); } } movePlayer: is called by the classes updateWithDeltaTime: method. the ivar requestedPosition is set in the updateWithDeltaTime method as well, it basically gets the next point out of a queue to move to. These points can be anywhere on the map, so if they are in a diagonal direction from the enemy the enemy sprite will move directly to that point. But how do I change the above code to restrict the movement to vertical and horizontal movement only so that the enemies movement 'staircases' its way along a diagonal path, taking the manhattan distance (I think its called). As shown by my crude drawing below... S being the start point F being the finish and the numbers being each intermediate point along its path to create a staircase type diagonal movement. Finally I intend to be able to toggle this behaviour on and off, so that I can choose whether or not I want the enemy to move free around the map or be restricted to this horizontal / vertical movement only. | | | | | | | | | | | | | | | | | | | | | |F| | | | | | | | | |5|4| | | | | | | | | |3|2| | | | | | | | | |1|S| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |

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  • Does this type of function or technique have a name?

    - by DHR
    HI there, I'm slightly new to programming, more of a hobby. I am wondering if a the following logic or technique has a specific name, or term. My current project has 7 check boxes, one for each day of the week. I needed an easy to save which boxes were checked. The following is the method to saved the checked boxes to a single number. Each checkbox gets a value that is double from the last check box. When I want to find out which boxes are checked, I work backwards, and see how many times I can divide the total value by the checkbox value. private int SetSelectedDays() { int selectedDays = 0; selectedDays += (dayMon.Checked) ? 1 : 0; selectedDays += (dayTue.Checked) ? 2 : 0; selectedDays += (dayWed.Checked) ? 4 : 0; selectedDays += (dayThu.Checked) ? 8 : 0; selectedDays += (dayFri.Checked) ? 16 : 0; selectedDays += (daySat.Checked) ? 32 : 0; selectedDays += (daySun.Checked) ? 64 : 0; return selectedDays; } private void SelectedDays(int n) { if ((n / 64 >= 1) & !(n / 64 >= 2)) { n -= 64; daySun.Checked = true; } if ((n / 32 >= 1) & !(n / 32 >= 2)) { n -= 32; daySat.Checked = true; } if ((n / 16 >= 1) & !(n / 16 >= 2)) { n -= 16; dayFri.Checked = true; } if ((n / 8 >= 1) & !(n / 8 >= 2)) { n -= 8; dayThu.Checked = true; } if ((n / 4 >= 1) & !(n / 4 >= 2)) { n -= 4; dayWed.Checked = true; } if ((n / 2 >= 1) & !(n / 2 >= 2)) { n -= 2; dayTue.Checked = true; } if ((n / 1 >= 1) & !(n / 1 >= 2)) { n -= 1; dayMon.Checked = true; } if (n > 0) { //log event } } The method works well for what I need it for, however, if you do see another way of doing this, or a better way to writing, I would be interested in your suggestions.

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  • how a thread can signal when it's finished?

    - by Kyle
    #include <iostream> #include <boost/thread.hpp> using std::endl; using std::cout; using namespace boost; mutex running_mutex; struct dostuff { volatile bool running; dostuff() : running(true) {} void operator()(int x) { cout << "dostuff beginning " << x << endl; this_thread::sleep(posix_time::seconds(2)); cout << "dostuff is done doing stuff" << endl; mutex::scoped_lock running_lock(running_mutex); running = false; } }; bool is_running(dostuff& doer) { mutex::scoped_lock running_lock(running_mutex); return doer.running; } int main() { cout << "Begin.." << endl; dostuff doer; thread t(doer, 4); if (is_running(doer)) cout << "Cool, it's running.\n"; this_thread::sleep(posix_time::seconds(3)); if (!is_running(doer)) cout << "Cool, it's done now.\n"; else cout << "still running? why\n"; // This happens! :( return 0; } Why is the output of the above program: Begin.. Cool, it's running. dostuff beginning 4 dostuff is done doing stuff still running? why How can dostuff correctly flag when it is done? I do not want to sit around waiting for it, I just want to be notified when it's done.

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  • 1-DimArray Counting same elements (0,1)

    - by Chris
    Hello, I have a 1-dim array that fills up a table of 40 random elements (all the values are either 0 or 1). So i wanne "count" the largest row of the values net to each otherto each other.. Meaning for example : 111100101 = the longest row would be 1111 (= 4 elements of the same kind closest to each other). So 011100 would result in the longest row being 3 elements (3 x 1). My problem i have no idea how to check upon the "next element" and check if its a 0 or 1. Like the first would be 1111 (count 4) but the next would be a 0 value = meaning i have to stop counting. My idea was placing this value (4) in a other array (example: 111100101) , and place the value of the 1's back on zero. And start the process all over again. To find the largest value i have made a other method that checks up the biggest value in the array that keeps track of the count of 0's 1's, this is not the problem. But i cannot find a way to fill the array tabelLdr up. (having all the values of the group of elements of the same kind (being 0 or 1). In the code below i have 2 if's and offcourse it will never go into the second if (to check if the next value in the array is != then its current state (being 0 or 1) Best Regards. public void BerekenDeelrij(byte[] tabel, byte[] tabelLdr) { byte LdrNul = 0, Ldréén = 0; //byte teller = 0; for (byte i = 0; i < tabel.Length; i++) { if (tabel[i] == 0) { LdrNul++; //this 2nd if cleary does not work, but i have no idea how to implend this sort of idea in my program. if (tabel[i] == 1) //if value != 0 then the total value gets put in the second array tabelLdr, { tabelLdr[i] = LdrNul; LdrNul = 0; } } if (tabel[i] == 1) { Ldréén++; if (tabel[i] == 0) { tabelLdr[i] = Ldréén; Ldréén = 0; } } }/*for*/ }

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  • Looking for some help working with premultiplied alpha

    - by user315142
    I am trying to update a source image with the contents of multiple destination images. From what I can tell using premultiplied alpha is the way to go with this, but I think I am doing something wrong (function below). the image I am starting with is initialized with all ARGB values set to 0. When I run the function once the resulting image looks great, but when I start compositing on any others all the pixels that have alpha information get really messed up. Does anyone know if I am doing something glaringly wrong or if there is something extra I need to do to modify the color values? void CompositeImage(unsigned char *src, unsigned char *dest, int srcW, int srcH){ int w = srcW; int h = srcH; int px0; int px1; int px2; int px3; int inverseAlpha; int r; int g; int b; int a; int y; int x; for (y = 0; y < h; y++) { for (x= 0; x< w*4; x+=4) { // pixel number px0 = (y*w*4) + x; px1 = (y*w*4) + (x+1); px2 = (y*w*4) + (x+2); px3 = (y*w*4) + (x+3); inverseAlpha = 1 - src[px3]; // create new values r = src[px0] + inverseAlpha * dest[px0]; g = src[px1] + inverseAlpha * dest[px1]; b = src[px2] + inverseAlpha * dest[px2]; a = src[px3] + inverseAlpha * dest[px3]; // update destination image dest[px0] = r; dest[px1] = g; dest[px2] = b; dest[px3] = a; } } }

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