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  • Using the Proxy pattern with C++ iterators

    - by Billy ONeal
    Hello everyone :) I've got a moderately complex iterator written which wraps the FindXFile apis on Win32. (See previous question) In order to avoid the overhead of constructing an object that essentially duplicates the work of the WIN32_FIND_DATAW structure, I have a proxy object which simply acts as a sort of const reference to the single WIN32_FIND_DATAW which is declared inside the noncopyable innards of the iterator. This is great because Clients do not pay for construction of irrelevant information they will probably not use (most of the time people are only interested in file names), and Clients can get at all the information provided by the FindXFile APIs if they need or want this information. This becomes an issue though because there is only ever a single copy of the object's actual data. Therefore, when the iterator is incrememnted, all of the proxies are invalidated (set to whatever the next file pointed to by the iterator is). I'm concerned if this is a major problem, because I can think of a case where the proxy object would not behave as somebody would expect: std::vector<MyIterator::value_type> files; std::copy(MyIterator("Hello"), MyIterator(), std::back_inserter(files)); because the vector contains nothing but a bunch of invalid proxies at that point. Instead, clients need to do something like: std::vector<std::wstring> filesToSearch; std::transform( DirectoryIterator<FilesOnly>(L"C:\\Windows\\*"), DirectoryIterator<FilesOnly>(), std::back_inserter(filesToSearch), std::mem_fun_ref(&DirectoryIterator<FilesOnly>::value_type::GetFullFileName) ); Seeing this, I can see why somebody might dislike what the standard library designers did with std::vector<bool>. I'm still wondering though: is this a reasonable trade off in order to achieve (1) and (2) above? If not, is there any way to still achieve (1) and (2) without the proxy?

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  • Your favourite C++ Standard Library wrapper functions?

    - by Neil Butterworth
    This question, asked this morning, made me wonder which features you think are missing from the C++ Standard Library, and how you have gone about filling the gaps with wrapper functions. For example, my own utility library has this function for vector append: template <class T> std::vector<T> & operator += ( std::vector<T> & v1, const std::vector <T> v2 ) { v1.insert( v1.end(), v2.begin(), v2.end() ); return v1; } and this one for clearing (more or less) any type - particularly useful for things like std::stack: template <class C> void Clear( C & c ) { c = C(); } I have a few more, but I'm interested in which ones you use? Please limit answers to wrapper functions - i.e. no more than a couple of lines of code.

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  • Fastest way to convert a list of doubles to a unique list of integers?

    - by javanix
    I am dealing with a MySQL table here that is keyed in a somewhat unfortunate way. Instead of using an auto increment table as a key, it uses a column of decimals to preserve order (presumably so its not too difficult to insert new rows while preserving a primary key and order). Before I go through and redo this table to something more sane, I need to figure out how to rekey it without breaking everything. What I would like to do is something that takes a list of doubles (the current keys) and outputs a list of integers (which can be cast down to doubles for rekeying). For example, input {1.00, 2.00, 2.50, 2.60, 3.00} would give output {1, 2, 3, 4, 5). Since this is a database, I also need to be able to update the rows nicely: UPDATE table SET `key`='3.00' WHERE `key`='2.50'; Can anyone think of a speedy algorithm to do this? My current thought is to read all of the doubles into a vector, take the size of the vector, and output a new vector with values from 1 => doubleVector.size. This seems pretty slow, since you wouldn't want to read every value into the vector if, for instance, only the last n/100 elements needed to be modified. I think there is probably something I can do in place, since only values after the first non-integer double need to be modified, but I can't for the life of me figure anything out that would let me update in place as well. For instance, setting 2.60 to 3.00 the first time you see 2.50 in the original key list would result in an error, since the key value 3.00 is already used for the table.

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  • Declaration, allocation and assignment of an array of pointers to function pointers

    - by manneorama
    Hello Stack Overflow! This is my first post, so please be gentle. I've been playing around with C from time to time in the past. Now I've gotten to the point where I've started a real project (a 2D graphics engine using SDL, but that's irrelevant for the question), to be able to say that I have some real C experience. Yesterday, while working on the event system, I ran into a problem which I couldn't solve. There's this typedef, //the void parameter is really an SDL_Event*. //but that is irrelevant for this question. typedef void (*event_callback)(void); which specifies the signature of a function to be called on engine events. I want to be able to support multiple event_callbacks, so an array of these callbacks would be an idea, but do not want to limit the amount of callbacks, so I need some sort of dynamic allocation. This is where the problem arose. My first attempt went like this: //initial size of callback vector static const int initial_vecsize = 32; //our event callback vector static event_callback* vec = 0; //size static unsigned int vecsize = 0; void register_event_callback(event_callback func) { if (!vec) __engine_allocate_vec(vec); vec[vecsize++] = func; //error here! } static void __engine_allocate_vec(engine_callback* vec) { vec = (engine_callback*) malloc(sizeof(engine_callback*) * initial_vecsize); } First of all, I have omitted some error checking as well as the code that reallocates the callback vector when the number of callbacks exceed the vector size. However, when I run this code, the program crashes as described in the code. I'm guessing segmentation fault but I can't be sure since no output is given. I'm also guessing that the error comes from a somewhat flawed understanding on how to declare and allocate an array of pointers to function pointers. Please Stack Overflow, guide me.

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  • Main Function Error C++

    - by Arjun Nayini
    I have this main function: #ifndef MAIN_CPP #define MAIN_CPP #include "dsets.h" using namespace std; int main(){ DisjointSets s; s.uptree.addelements(4); for(int i=0; i<s.uptree.size(); i++) cout <<uptree.at(i) << endl; return 0; } #endif And the following class: class DisjointSets { public: void addelements(int x); int find(int x); void setunion(int x, int y); private: vector<int> uptree; }; #endif My implementation is this: void DisjointSets::addelements(int x){ for(int i=0; i<x; i++) uptree.push_back(-1); } //Given an int this function finds the root associated with that node. int DisjointSets::find(int x){ //need path compression if(uptree.at(x) < 0) return x; else return find(uptree.at(x)); } //This function reorders the uptree in order to represent the union of two //subtrees void DisjointSets::setunion(int x, int y){ } Upon compiling main.cpp (g++ main.cpp) I'm getting these errors: dsets.h: In function \u2018int main()\u2019: dsets.h:25: error: \u2018std::vector DisjointSets::uptree\u2019 is private main.cpp:9: error: within this context main.cpp:9: error: \u2018class std::vector \u2019 has no member named \u2018addelements\u2019 dsets.h:25: error: \u2018std::vector DisjointSets::uptree\u2019 is private main.cpp:10: error: within this context main.cpp:11: error: \u2018uptree\u2019 was not declared in this scope I'm not sure exactly whats wrong. Any help would be appreciated.

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  • C++ How to read a string of text and create object of their class

    - by user1777711
    After reading a text file... The following information is available Point2D, [3, 2] Line3D, [7, 12, 3], [-9, 13, 68] Point3D, [1, 3, 8] Line2D, [5, 7], [3, 8] Point2D, [3, 2] Line3D, [7, -12, 3], [9, 13, 68] Point3D, [6, 9, 5] Point2D, [3, 2] Line3D, [70, -120, -3], [-29, 1, 268] Line3D, [25, -69, -33], [-2, -41, 58] Point3D, [6, 9, -50] The first data separate by the delimiter comma is the class name. for each of the 4 class Point2D,Line3D,Point3D,Line2D How do i like store them into relevant object base on their class means.. when it read first line Point2D, [3, 2] It will store it as Point2D object with the Data [3, 2] But the issue is what dataset should i pick, Vector, Set , Map or List I was thinking to actually create a data set then but i can't use new Point2D(); since Point2D is parent of Point3D Line2D is parent of Line3D and theres no parent class of Point2D and Line2D. how can i like create a object of them in a data set like e.g Vector so Vector[0] is of Point2D class with data [3,2] , then Vector[1] is of Line3D class with data [7, 12, 3], [-9, 13, 68] Thanks for helping.!

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  • c++ File input/output

    - by Myx
    Hi: I am trying to read from a file using fgets and sscanf. In my file, I have characters on each line of the while which I wish to put into a vector. So far, I have the following: FILE *fp; fp = fopen(filename, "r"); if(!fp) { fprintf(stderr, "Unable to open file %s\n", filename); return 0; } // Read file int line_count = 0; char buffer[1024]; while(fgets(buffer, 1023, fp)) { // Increment line counter line_count++; char *bufferp = buffer; ... while(*bufferp != '\n') { char *tmp; if(sscanf(bufferp, "%c", tmp) != 1) { fprintf(stderr, "Syntax error reading axiom on " "line %d in file %s\n", line_count, filename); return 0; } axiom.push_back(tmp); printf("put %s in axiom vector\n", axiom[axiom.size()-1]); // increment buffer pointer bufferp++; } } my axiom vector is defined as vector<char *> axiom;. When I run my program, I get a seg fault. It happens when I do the sscanf. Any suggestions on what I'm doing wrong?

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  • Linking a template class using another template class (error LNK2001)

    - by Luís Guilherme
    I implemented the "Strategy" design pattern using an Abstract template class, and two subclasses. Goes like this: template <class T> class Neighbourhood { public: virtual void alter(std::vector<T>& array, int i1, int i2) = 0; }; and template <class T> class Swap : public Neighbourhood<T> { public: virtual void alter(std::vector<T>& array, int i1, int i2); }; There's another subclass, just like this one, and alter is implemented in the cpp file. Ok, fine! Now I declare another method, in another class (including neighbourhood header file, of course), like this: void lSearch(/*parameters*/, Neighbourhood<LotSolutionInformation> nhood); It compiles fine and cleanly. When starting to link, I get the following error: 1>SolverFV.obj : error LNK2001: unresolved external symbol "public: virtual void __thiscall lsc::Neighbourhood<class LotSolutionInformation>::alter(class std::vector<class LotSolutionInformation,class std::allocator<class LotSolutionInformation> > &,int,int)" (?alter@?$Neighbourhood@VLotSolutionInformation@@@lsc@@UAEXAAV?$vector@VLotSolutionInformation@@V?$allocator@VLotSolutionInformation@@@std@@@std@@HH@Z)

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  • How to treat Base* pointer as Derived<T>* pointer?

    - by dehmann
    I would like to store pointers to a Base class in a vector, but then use them as function arguments where they act as a specific class, see here: #include <iostream> #include <vector> class Base {}; template<class T> class Derived : public Base {}; void Foo(Derived<int>* d) { std::cerr << "Processing int" << std::endl; } void Foo(Derived<double>* d) { std::cerr << "Processing double" << std::endl; } int main() { std::vector<Base*> vec; vec.push_back(new Derived<int>()); vec.push_back(new Derived<double>()); Foo(vec[0]); Foo(vec[1]); delete vec[0]; delete vec[1]; return 0; } This doesn't compile: error: call of overloaded 'Foo(Base*&)' is ambiguous Is it possible to make it work? I need to process the elements of the vector differently, according to their int, double, etc. types.

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  • Random forests for short texts

    - by Jasie
    Hi all, I've been reading about Random Forests (1,2) because I think it'd be really cool to be able to classify a set of 1,000 sentences into pre-defined categories. I'm wondering if someone can explain to me the algorithm better, I think the papers are a bit dense. Here's the gist from 1: Overview We assume that the user knows about the construction of single classification trees. Random Forests grows many classification trees. To classify a new object from an input vector, put the input vector down each of the trees in the forest. Each tree gives a classification, and we say the tree "votes" for that class. The forest chooses the classification having the most votes (over all the trees in the forest). Each tree is grown as follows: If the number of cases in the training set is N, sample N cases at random - but with replacement, from the original data. This sample will be the training set for growing the tree. If there are M input variables, a number m « M is specified such that at each node, m variables are selected at random out of the M and the best split on these m is used to split the node. The value of m is held constant during the forest growing. Each tree is grown to the largest extent possible. There is no pruning. So, does this look right? I'd have N = 1,000 training cases (sentences), M = 100 variables (let's say, there are only 100 unique words across all sentences), so the input vector is a bit vector of length 100 corresponding to each word. I randomly sample N = 1000 cases at random (with replacement) to build trees from. I pick some small number of input variables m « M, let's say 10, to build a tree off of. Do I build tree nodes randomly, using all m input variables? How many classification trees do I build? Thanks for the help!

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  • Problem with "moveable-only types" in VC++ 2010

    - by Luc Touraille
    I recently installed Visual Studio 2010 Professional RC to try it out and test the few C++0x features that are implemented in VC++ 2010. I instantiated a std::vector of std::unique_ptr, without any problems. However, when I try to populate it by passing temporaries to push_back, the compiler complains that the copy constructor of unique_ptr is private. I tried inserting an lvalue by moving it, and it works just fine. #include <utility> #include <vector> int main() { typedef std::unique_ptr<int> int_ptr; int_ptr pi(new int(1)); std::vector<int_ptr> vec; vec.push_back(std::move(pi)); // OK vec.push_back(int_ptr(new int(2)); // compiler error } As it turns out, the problem is neither unique_ptr nor vector::push_back but the way VC++ resolves overloads when dealing with rvalues, as demonstrated by the following code: struct MoveOnly { MoveOnly() {} MoveOnly(MoveOnly && other) {} private: MoveOnly(const MoveOnly & other); }; void acceptRValue(MoveOnly && mo) {} int main() { acceptRValue(MoveOnly()); // Compiler error } The compiler complains that the copy constructor is not accessible. If I make it public, the program compiles (even though the copy constructor is not defined). Did I misunderstand something about rvalue references, or is it a (possibly known) bug in VC++ 2010 implementation of this feature?

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  • Handling Apache Thrift list/map Return Types in C++

    - by initzero
    First off, I'll say I'm not the most competent C++ programmer, but I'm learning, and enjoying the power of Thrift. I've implemented a Thrift Service with some basic functions that return void, i32, and list. I'm using a Python client controlled by a Django web app to make RPC calls and it works pretty well. The generated code is pretty straight forward, except for list returns: namespace cpp Remote enum N_PROTO { N_TCP, N_UDP, N_ANY } service Rcon { i32 ping() i32 KillFlows() i32 RestartDispatch() i32 PrintActiveFlows() i32 PrintActiveListeners(1:i32 proto) list<string> ListAllFlows() } The generated signatures from Rcon.h: int32_t ping(); int32_t KillFlows(); int32_t RestartDispatch(); int32_t PrintActiveFlows(); int32_t PrintActiveListeners(const int32_t proto); int64_t ListenerBytesReceived(const int32_t id); void ListAllFlows(std::vector<std::string> & _return); As you see, the ListAllFlows() function generated takes a reference to a vector of strings. I guess I expect it to return a vector of strings as laid out in the .thrift description. I'm wondering if I am meant to provide the function a vector of strings to modify and then Thrift will handle returning it to my client despite the function returning void. I can find absolutely no resources or example usages of Thrift list< types in C++. Any guidance would be appreciated.

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  • Segmentation fault on returning from main (very short and simple code, no arrays or pointers)

    - by Gábor Kovács
    I've been wondering why the following trivial code produces a segmentation fault when returning from main(): //Produces "Error while dumping state (probably corrupted stack); Segmentation fault" #include <iostream> #include <fstream> #include <vector> using namespace std; class Test { vector<int> numbers; }; int main() { Test a; ifstream infile; cout << "Last statement..." << endl; // this gets executed return 0; } Interestingly, 1) if only one of the two variables is declared, I don't get the error, 2) if I declare a vector variable instead of an object with a vector member, everything's fine, 3) if I declare an ofstream instead of an ifstream, again, everything works fine. Something appears to be wrong with this specific combination... Could this be a compiler bug? I use gcc version 3.4.4 with cygwin. Thanks for the tips in advance. Gábor

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  • Which C++ Standard Library wrapper functions do you use?

    - by Neil Butterworth
    This question, asked this morning, made me wonder which features you think are missing from the C++ Standard Library, and how you have gone about filling the gaps with wrapper functions. For example, my own utility library has this function for vector append: template <class T> std::vector<T> & operator += ( std::vector<T> & v1, const std::vector <T> & v2 ) { v1.insert( v1.end(), v2.begin(), v2.end() ); return v1; } and this one for clearing (more or less) any type - particularly useful for things like std::stack: template <class C> void Clear( C & c ) { c = C(); } I have a few more, but I'm interested in which ones you use? Please limit answers to wrapper functions - i.e. no more than a couple of lines of code.

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  • How to identify multiple identical pairs in two vectors

    - by Sacha Epskamp
    In my graph-package (as in graph theory, nodes connected by edges) I have a vector indicating for each edge the node of origin from, a vector indicating for each edge the node of destination to and a vector indicating the curve of each edge curve. By default I want edges to have a curve of 0 if there is only one edge between two nodes and curve of 0.2 if there are two edges between two nodes. The code that I use now is a for-loop, and it is kinda slow: curve <- rep(0,5) from<-c(1,2,3,3,2) to<-c(2,3,4,2,1) for (i in 1:length(from)) { if (any(from==to[i] & to==from[i])) { curve[i]=0.2 } } So basically I look for each edge (one index in from and one in to) if there is any other pair in from and to that use the same nodes (numbers). What I am looking for are two things: A way to identify if there is any pair of nodes that have two edges between them (so I can omit the loop if not) A way to speed up this loop # EDIT: To make this abit clearer, another example: from <- c(4L, 6L, 7L, 8L, 1L, 9L, 5L, 1L, 2L, 1L, 10L, 2L, 6L, 7L, 10L, 4L, 9L) to <- c(1L, 1L, 1L, 2L, 3L, 3L, 4L, 5L, 6L, 7L, 7L, 8L, 8L, 8L, 8L, 10L, 10L) cbind(from,to) from to [1,] 4 1 [2,] 6 1 [3,] 7 1 [4,] 8 2 [5,] 1 3 [6,] 9 3 [7,] 5 4 [8,] 1 5 [9,] 2 6 [10,] 1 7 [11,] 10 7 [12,] 2 8 [13,] 6 8 [14,] 7 8 [15,] 10 8 [16,] 4 10 [17,] 9 10 In these two vectors, pair 3 is identical to pair 10 (both 1 and 7 in different orders) and pairs 4 and 12 are identical (both 2 and 8). So I would want curve to become: [1,] 0.0 [2,] 0.0 [3,] 0.2 [4,] 0.2 [5,] 0.0 [6,] 0.0 [7,] 0.0 [8,] 0.0 [9,] 0.0 [10,] 0.2 [11,] 0.0 [12,] 0.2 [13,] 0.0 [14,] 0.0 [15,] 0.0 [16,] 0.0 [17,] 0.0 (as I vector, I transposed twice to get row numbers).

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  • Typedef equivalence in function arguments

    - by Warren Seine
    Hi guys, The question is kind of hard to ask without an example so here it is: #include <vector> struct O { }; struct C { template <typename T> void function1(void (C::*callback)(const O*)); template <typename T> void function2(void (C::*callback)(const typename T::value_type)); void print(const O*); }; int main() { C c; c.function1< std::vector<O*> >(&C::print); // Success. c.function2< std::vector<O*> >(&C::print); // Fail. } The error that I am given is: error: no matching function for call to ‘C::function2(void (C::*)(const O*))’. Basically, the only difference between calls is that in function2, I'm more generic since I use the typedef std::vector<O*>::value_type which should resolve to O*, hence similar to function1. I'm using G++ 4.2.1 (I know it's old), but Comeau confirms I'm wrong. Why does the compilation fail?

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  • c++ push_back doesn't work as it is supposed

    - by angela
    I have a class symbol_table that has a vector of objects of another class row_st.also I have an enter method where inserts objects of row_st with a passed name into the vector of desired symbol_table.but when I call the enter to enter objects with name : a;b;c;Iwill get the following result: a,b,c;b,c;c.the first element of vector gets the name of all the entered objects. and the second element also gets the name of the later entries. class row_st { public: char* name; type_u type;//int:0,flaot:1;char:2,bool:3,array: int offset; symbol_table *next; symbol_table *current; }; class symbol_table { public: vector <row_st *> row; int type; int header; int starting_stmt; int index; int i; symbol_table *previous; symbol_table(){ header=0; previous=0; index=0;i=0;starting_stmt=0;} }; and here it is the enter method: int enter(symbol_table *table,char* name,type_u type){ row_st *t=new row_st; t->name=name; t->type=type; t->offset=table->index; t->current=table; table->index++; t->next=0; table->row.push_back(t); table->header +=1; return table->row.size()-1; } the push_backed elements all points to the same address.the new call makes the same row_st every time it is called.what should I do?

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  • Pointers into elements in a container

    - by Pillsy
    Say I have an object: struct Foo { int bar_; Foo(int bar) bar_(bar) {} }; and I have an STL container that contains Foos, perhaps a vector, and I take // Elsewhere... vector<Foo> vec; vec.push_back(Foo(4)); int *p = &(vec[0].bar_) This is a terrible idea, right? The reason is that vector is going to be storing its elements in a dynamically allocated array somewhere, and eventually, if you add enough elements, it will have to allocate another array, copy over all the elements of the original array, and delete the old array. After that happens, p points to garbage. This is why many operations on a vector will invalidate iterators. It seems like it would be reasonable to assume that an operation that would invalidate iterators from a container will also invalidate pointers to data members of container elements, and that if an operation doesn't invalidate iterators, those pointers will still be safe. However, many reasonable assumptions are false. Is this one of them?

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  • CSV Parser works in windows, not linux.

    - by ladookie
    I'm parsing a CSV file that looks like this: E1,E2,E7,E8,,, E2,E1,E3,,,, E3,E2,E8,,, E4,E5,E8,E11,,, I store the first entry in each line in a string, and the rest go in a vector of strings: while (getline(file_input, line)) { stringstream tokenizer; tokenizer << line; getline(tokenizer, roomID, ','); vector<string> aVector; while (getline(tokenizer, adjRoomID, ',')) { if (!adjRoomID.empty()) { aVector.push_back(adjRoomID); } } Room aRoom(roomID, aVector); rooms.addToTail(aRoom); } In windows this works fine, however in Linux the first entry of each vector mysteriously loses the first character. For Example in the first iteration through the while loop: roomID would be E1 and aVector would be 2 E7 E8 then the second iteration: roomID would be E2 and aVector would be 1 E3 Notice the missing E's in the first entry of aVector. when I put in some debugging code it appears that it is initially being stored correctly in the vector, but then something overwrites it. Kudos to whoever figures this one out. Seems bizarre to me. rooms is declared as such: DLList<Room> rooms where DLList stands for Doubly-Linked list.

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  • Relating text fields to check boxes in Java

    - by Finzz
    This program requires the user to login and request a database to access. The program then gets a connection object, searches through the database storing the column names into a vector for later use. The problem comes with implementing text fields to allow the user to search for specific values within the database. I can get the check boxes and text fields to appear using a gridlayout and add them to a panel. How do I relate the text fields to their appropriate check box? I've tried adding them to a vector, but then they can't also be added to the panel as well. I've searched for a way to name the text fields as the loop cycles through the column names, but it seems impossible to do without having them declared ahead of time. This can't be done either, as it's impossible to determine the attributes that the user will request. I just need to be able to know the names of the text fields so I can test to see if the user entered information and perform the necessary logic. Let me know if you have to see the rest of the code to give an answer, but hopefully you get the general idea of what I'm trying to accomplish. Picture of UI: try { ResultSet r2 = con.getMetaData().getColumns("", "", rb.getText(), ""); colNames1 = new Vector<String>(); columns1 = new Vector<JCheckBox>(); while (r2.next()) { colNames1.add(r2.getString(4)); JCheckBox cb = new JCheckBox(r2.getString(4)); JTextField tf = new JTextField(10); columns1.add(cb); p3.add(cb); p3.add(tf); } }

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  • how to create a array of labelfields

    - by sheetal_r oswal
    I have 'n' number of data which has to be added to a label field which in turn has to be added to hfm.I am setting the single data in to label field as : final LabelField desc = new LabelField("", LabelField.FOCUSABLE); final LabelField desc1 = new LabelField("", LabelField.FOCUSABLE); Vector data = (Vector) listEvent.get(keys); for (int i = 0; i < data.size(); i++) { EventData ee = (EventData) data.elementAt(i); String Summary= ee.getSummary(); if (time.getText().equals(sTime)) { desc.setText(Summary); } else{ desc1.setText(Summary); } } HorizontalFieldManager horizontalFieldManager_left18 = new HorizontalFieldManager() { horizontalFieldManager_left18.add(desc1); vfm.add(horizontalFieldManager_left18); vfm.add(new SeparatorField()); HorizontalFieldManager horizontalFieldManager_left17 = new HorizontalFieldManager() { horizontalFieldManager_left17.add(desc); vfm.add(horizontalFieldManager_left17); vfm.add(new SeparatorField()); In the above code i loop over vector and set the data into labelfield and adding the label to hfm later. Now the case is the vector data has more than one summary data,and the data is getting overridden in labelfield,i need to keep 'n' number of summary data into lablefield and add to new hfm.

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  • What would the destructor for this class look like?

    - by cam
    class Equipment { std::vector<Armor*> vEquip; Weapon* mainWeapon; int totalDefense; int totalAttack; public: unsigned int GetWeight(); int * GetDefense(); bool EquipArmor(Armor* armor); bool UnequipArmor(Armor* armor); bool EquipWeapon(Weapon* wep); bool UnequipWeapon(Weapon* wep); Equipment(); virtual ~Equipment(); }; It seems like there should be no destructor. The vector of pointers will take care of itself when it goes out of scope, and the actual objects the pointers point to don't need to be deleted as there will be other references to it. All of the objects in this refer to the main Container: class Container { int weightLimit; unsigned int currWeight; std::vector<Item*> vItems; public: bool AddItem(Item* item); bool RemoveItem(Item* item); Container(); Container(int weightLim); Container(int weightLim, std::vector<Item*> items); ~Container(); }; Now here I can see it being necessary to delete all objects in the container, because this is where all the objects are assigned via AddItem(new Item("Blah")) (Armor and Weapon inherit from Item)

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  • Cisco "copy startup-config tftp" results in a 0 byte file on the server?

    - by Geoffrey
    I'm pulling my hair out figuring this out. My startup-config is good, I can view it with a show command. I'm trying to copy it to a tftp server: asa5505# copy startup-config tftp Address or name of remote host []? ipaddress Destination filename [startup-config]? t !! %Error writing tftp://ipaddress/t (Timed out attempting to connect) On my TFTP server (SolarWinds), I get the following: binary, PUT. Started file name: C:\TFTP-Root\t binary, PUT. File Exists, C:\TFTP-Root\t binary, PUT. Deleting Existing File. binary, PUT. Interrupted by client, cause: The process cannot access the file 'C:\TFTP-Root\t' because it is being used by another process I've used tftpd32 with same results. I've tried different servers, even one on the same network as the asa ... same results. It'll create a 0 byte file and never do the dump. What's going on? Everything is working normally except for this.

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  • Make eix available version match emerge

    - by Ryaner
    We have out Gentoo hosts using a binhost with EMERGE_DEFAULT_OPTS="--getbinpkgonly --usepkgonly" in the make.conf file so that the host only pulled down the binary hosts. All works well from that side. I use eix to check on software versions for upgrades but have hit a problem where eix will see an available version ahead of what is available on the binserver. Using glibc as an example ietpl [VE] / # emerge -s glibc Searching... [ Results for search key : glibc ] [ Applications found : 1 ] * sys-libs/glibc Latest version available: 2.14.1-r3 Latest version installed: 2.14.1-r3 Homepage: Description: GNU libc6 (also called glibc2) C library License: LGPL-2 Then eix reports a higher version available ietpl [VE] / # export LASTVERSION='{last}<version>{}' ietpl [VE] / # /usr/bin/eix --nocolor --format '<category> <name> [<installedversions:LASTVERSION>] [<bestversion:LASTVERSION>] \n' --exact --category-name sys-libs/glibc sys-libs glibc [2.14.1-r3] [2.15-r2] What I'm after is for eix to report the latest version available as 2.14.1-r3 like emerge. I've a feeling this is possible since without any formatting, eix returns Available versions: (2.2) ~2.9_p20081201-r3!s 2.10.1-r1!s 2.11.3!s ~2.12.1-r3!s 2.12.2!s{tbz2} ~2.13-r2!s 2.13-r4!s ~2.14!s ~2.14.1-r2!s 2.14.1-r3!s{tbz2} ~2.15-r1!s 2.15-r2!s ~2.15-r3!s **2.16.0!s **9999!s correctly tagging the latest unmasked binary package with {tbz2} I would have thought that the binary flag would do it, but that returns no matches --binary Match packages with *.tbz2 files.

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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