Search Results

Search found 4092 results on 164 pages for 'initialization vector'.

Page 87/164 | < Previous Page | 83 84 85 86 87 88 89 90 91 92 93 94  | Next Page >

  • About inconsistent dll linkage

    - by baris_a
    How can I remove this link warning? You can see code segment that causes this warning. Also Thanks in advance. static AFX_EXTENSION_MODULE GuiCtrlsDLL = { NULL, NULL }; //bla bla // Exported DLL initialization is run in context of running application extern "C" void WINAPI InitGuiCtrlsDLL() { // create a new CDynLinkLibrary for this app new CDynLinkLibrary(GuiCtrlsDLL); // nothing more to do } warning C4273: 'InitGuiCtrlsDLL' : inconsisten t dll linkage I have also export and import definitions, like: #ifdef _GUICTRLS #define GUI_CTRLS_EXPORT __declspec(dllexport) #else #define GUI_CTRLS_EXPORT __declspec(dllimport) #endif

    Read the article

  • OpenGL suppresses exceptions in MFC dialog-based application

    - by Mikhail
    Hello. I have an MFC-driven dialog-based application created with MSVS2005. Here is my problem step by step. I have button on my dialog and corresponding click-handler with code like this: int* i = 0; *i = 3; I'm running debug version of program and when I click on the button, Visual Studio catches focus and alerts "Access violation writing location" exception, program cannot recover from the error and all I can do is to stop debugging. And this is the right behavior. Now I add some OpenGL initialization code in the OnInitDialog() method: HDC DC = GetDC(GetSafeHwnd()); static PIXELFORMATDESCRIPTOR pfd = { sizeof(PIXELFORMATDESCRIPTOR), // size of this pfd 1, // version number PFD_DRAW_TO_WINDOW | // support window PFD_SUPPORT_OPENGL | // support OpenGL PFD_DOUBLEBUFFER, // double buffered PFD_TYPE_RGBA, // RGBA type 24, // 24-bit color depth 0, 0, 0, 0, 0, 0, // color bits ignored 0, // no alpha buffer 0, // shift bit ignored 0, // no accumulation buffer 0, 0, 0, 0, // accum bits ignored 32, // 32-bit z-buffer 0, // no stencil buffer 0, // no auxiliary buffer PFD_MAIN_PLANE, // main layer 0, // reserved 0, 0, 0 // layer masks ignored }; int pixelformat = ChoosePixelFormat(DC, &pfd); SetPixelFormat(DC, pixelformat, &pfd); HGLRC hrc = wglCreateContext(DC); ASSERT(hrc != NULL); wglMakeCurrent(DC, hrc); Of course this is not exactly what I do, it is the simplified version of my code. Well now the strange things begin to happen: all initialization is fine, there are no errors in OnInitDialog(), but when I click the button... no exception is thrown. Nothing happens. At all. If I set a break-point at the *i = 3; and press F11 on it, the handler-function halts immediately and focus is returned to the application, which continue to work well. I can click button again and the same thing will happen. It seems like someone had handled occurred exception of access violation and silently returned execution into main application message-receiving cycle. If I comment the line wglMakeCurrent(DC, hrc);, all works fine as before, exception is thrown and Visual Studio catches it and shows window with error message and program must be terminated afterwards. I experience this problem under Windows 7 64-bit, NVIDIA GeForce 8800 with latest drivers (of 11.01.2010) available at website installed. My colleague has Windows Vista 32-bit and has no such problem - exception is thrown and application crashes in both cases. Well, hope good guys will help me :) PS The problem originally where posted under this topic.

    Read the article

  • How do I use texture-mapping in a simple ray tracer?

    - by fastrack20
    I am attempting to add features to a ray tracer in C++. Namely, I am trying to add texture mapping to the spheres. For simplicity, I am using an array to store the texture data. I obtained the texture data by using a hex editor and copying the correct byte values into an array in my code. This was just for my testing purposes. When the values of this array correspond to an image that is simply red, it appears to work close to what is expected except there is no shading. The bottom right of the image shows what a correct sphere should look like. This sphere's colour using one set colour, not a texture map. Another problem is that when the texture map is of something other than just one colour pixels, it turns white. My test image is a picture of water, and when it maps, it shows only one ring of bluish pixels surrounding the white colour. When this is done, it simply appears as this: Here are a few code snippets: Color getColor(const Object *object,const Ray *ray, float *t) { if (object->materialType == TEXTDIF || object->materialType == TEXTMATTE) { float distance = *t; Point pnt = ray->origin + ray->direction * distance; Point oc = object->center; Vector ve = Point(oc.x,oc.y,oc.z+1) - oc; Normalize(&ve); Vector vn = Point(oc.x,oc.y+1,oc.z) - oc; Normalize(&vn); Vector vp = pnt - oc; Normalize(&vp); double phi = acos(-vn.dot(vp)); float v = phi / M_PI; float u; float num1 = (float)acos(vp.dot(ve)); float num = (num1 /(float) sin(phi)); float theta = num /(float) (2 * M_PI); if (theta < 0 || theta == NAN) {theta = 0;} if (vn.cross(ve).dot(vp) > 0) { u = theta; } else { u = 1 - theta; } int x = (u * IMAGE_WIDTH) -1; int y = (v * IMAGE_WIDTH) -1; int p = (y * IMAGE_WIDTH + x)*3; return Color(TEXT_DATA[p+2],TEXT_DATA[p+1],TEXT_DATA[p]); } else { return object->color; } }; I call the colour code here in Trace: if (object->materialType == MATTE) return getColor(object, ray, &t); Ray shadowRay; int isInShadow = 0; shadowRay.origin.x = pHit.x + nHit.x * bias; shadowRay.origin.y = pHit.y + nHit.y * bias; shadowRay.origin.z = pHit.z + nHit.z * bias; shadowRay.direction = light->object->center - pHit; float len = shadowRay.direction.length(); Normalize(&shadowRay.direction); float LdotN = shadowRay.direction.dot(nHit); if (LdotN < 0) return 0; Color lightColor = light->object->color; for (int k = 0; k < numObjects; k++) { if (Intersect(objects[k], &shadowRay, &t) && !objects[k]->isLight) { if (objects[k]->materialType == GLASS) lightColor *= getColor(objects[k], &shadowRay, &t); // attenuate light color by glass color else isInShadow = 1; break; } } lightColor *= 1.f/(len*len); return (isInShadow) ? 0 : getColor(object, &shadowRay, &t) * lightColor * LdotN; } I left out the rest of the code as to not bog down the post, but it can be seen here. Any help is greatly appreciated. The only portion not included in the code, is where I define the texture data, which as I said, is simply taken straight from a bitmap file of the above image. Thanks.

    Read the article

  • AES Encrypting a Microsoft Access Field Via VBA

    - by Jason
    I need to create a Microsoft Access database, but have a need, in one of my tables, for a single field to be strongly encrypted. Since AES requires both a key and an initialization vector, I've decided to solve this problem by requiring a password to access the database (as the key), and a field in the table to hold a SHA1 hash of the plaintext of the encrypted field. Does anyone know where I can find VBA-compatible code to actually do the encryption?

    Read the article

  • jvm issue at startup

    - by Mack
    I can set the max memory as 1000 and not more than that, if I set the memory more than that, it throws the following error. Error occurred during initialization of VM Could not reserve enough space for object heap Could not create the Java virtual machine. My question is, why jvm looks for the max memory at startup? Thanks in advance.

    Read the article

  • Hibernate : Disabling contextual LOB creation as createClob() method threw error

    - by Giri Byaks
    Hi, I am using using hibernate 3.5.6 with Oracle 10g. I am seeing the below exception during initialization but the application itself is working fine. What is the cause for this exception? and how it can be corrected? Exception Disabling contextual LOB creation as createClob() method threw error : java.lang.reflect.InvocationTargetException Info Oracle version: Oracle Database 10g Enterprise Edition Release 10.2.0.4.0 JDBC driver: Oracle JDBC driver, version: 11.1.0.7.0 Thanks, Girish

    Read the article

  • Oracle ALTER DATABASE OPEN

    - by Tom
    Hi everyone, Im having some trouble with an oracle database. Every time i try to connect, i get this message. ORA-01033: ORACLE initialization or shutdown in progress I searched the web, and found that the solution is to execute an alter database open command, but what I dont understand is where should i execute if, since I cant connect to the database. Am I missing something? Thanks in advance

    Read the article

  • How safe is my safe rethrow?

    - by gustafc
    (Late edit: This question will hopefully be obsolete when Java 7 comes, because of the "final rethrow" feature which seems like it will be added.) Quite often, I find myself in situations looking like this: do some initialization try { do some work } catch any exception { undo initialization rethrow exception } In C# you can do it like this: InitializeStuff(); try { DoSomeWork(); } catch { UndoInitialize(); throw; } For Java, there's no good substitution, and since the proposal for improved exception handling was cut from Java 7, it looks like it'll take at best several years until we get something like it. Thus, I decided to roll my own: (Edit: Half a year later, final rethrow is back, or so it seems.) public final class Rethrow { private Rethrow() { throw new AssertionError("uninstantiable"); } /** Rethrows t if it is an unchecked exception. */ public static void unchecked(Throwable t) { if (t instanceof Error) throw (Error) t; if (t instanceof RuntimeException) throw (RuntimeException) t; } /** Rethrows t if it is an unchecked exception or an instance of E. */ public static <E extends Exception> void instanceOrUnchecked( Class<E> exceptionClass, Throwable t) throws E, Error, RuntimeException { Rethrow.unchecked(t); if (exceptionClass.isInstance(t)) throw exceptionClass.cast(t); } } Typical usage: public void doStuff() throws SomeException { initializeStuff(); try { doSomeWork(); } catch (Throwable t) { undoInitialize(); Rethrow.instanceOrUnchecked(SomeException.class, t); // We shouldn't get past the above line as only unchecked or // SomeException exceptions are thrown in the try block, but // we don't want to risk swallowing an error, so: throw new SomeException("Unexpected exception", t); } private void doSomeWork() throws SomeException { ... } } It's a bit wordy, catching Throwable is usually frowned upon, I'm not really happy at using reflection just to rethrow an exception, and I always feel a bit uneasy writing "this will not happen" comments, but in practice it works well (or seems to, at least). What I wonder is: Do I have any flaws in my rethrow helper methods? Some corner cases I've missed? (I know that the Throwable may have been caused by something so severe that my undoInitialize will fail, but that's OK.) Has someone already invented this? I looked at Commons Lang's ExceptionUtils but that does other things. Edit: finally is not the droid I'm looking for. I'm only interested to do stuff when an exception is thrown. Yes, I know catching Throwable is a big no-no, but I think it's the lesser evil here compared to having three catch clauses (for Error, RuntimeException and SomeException, respectively) with identical code. Note that I'm not trying to suppress any errors - the idea is that any exceptions thrown in the try block will continue to bubble up through the call stack as soon as I've rewinded a few things.

    Read the article

  • Pointers to Derived Class Objects Losing vfptr

    - by duckworthd
    To begin, I am trying to write a run-of-the-mill, simple Ray Tracer. In my Ray Tracer, I have multiple types of geometries in the world, all derived from a base class called "SceneObject". I've included the header for it here. /** Interface for all objects that will appear in a scene */ class SceneObject { public: mat4 M, M_inv; Color c; SceneObject(); ~SceneObject(); /** The transformation matrix to be applied to all points of this object. Identity leaves the object in world frame. */ void setMatrix(mat4 M); void setMatrix(MatrixStack mStack); void getMatrix(mat4& M); /** The color of the object */ void setColor(Color c); void getColor(Color& c); /** Alter one portion of the color, leaving the rest as they were. */ void setDiffuse(vec3 rgb); void setSpecular(vec3 rgb); void setEmission(vec3 rgb); void setAmbient(vec3 rgb); void setShininess(double s); /** Fills 'inter' with information regarding an intersection between this object and 'ray'. Ray should be in world frame. */ virtual void intersect(Intersection& inter, Ray ray) = 0; /** Returns a copy of this SceneObject */ virtual SceneObject* clone() = 0; /** Print information regarding this SceneObject for debugging */ virtual void print() = 0; }; As you can see, I've included a couple virtual functions to be implemented elsewhere. In this case, I have only two derived class -- Sphere and Triangle, both of which implement the missing member functions. Finally, I have a Parser class, which is full of static methods that do the actual "Ray Tracing" part. Here's a couple snippets for relevant portions void Parser::trace(Camera cam, Scene scene, string outputFile, int maxDepth) { int width = cam.getNumXPixels(); int height = cam.getNumYPixels(); vector<vector<vec3>> colors; colors.clear(); for (int i = 0; i< width; i++) { vector<vec3> ys; for (int j = 0; j<height; j++) { Intersection intrsct; Ray ray; cam.getRay(ray, i, j); vec3 color; printf("Obtaining color for Ray[%d,%d]\n", i,j); getColor(color, scene, ray, maxDepth); ys.push_back(color); } colors.push_back(ys); } printImage(colors, width, height, outputFile); } void Parser::getColor(vec3& color, Scene scene, Ray ray, int numBounces) { Intersection inter; scene.intersect(inter,ray); if(inter.isIntersecting()){ Color c; inter.getColor(c); c.getAmbient(color); } else { color = vec3(0,0,0); } } Right now, I've forgone the true Ray Tracing part and instead simply return the color of the first object hit, if any. As you have no doubt noticed, the only way the computer knows that a ray has intersected an object is through Scene.intersect(), which I also include. void Scene::intersect(Intersection& i, Ray r) { Intersection result; result.setDistance(numeric_limits<double>::infinity()); result.setIsIntersecting(false); double oldDist; result.getDistance(oldDist); /* Cycle through all objects, making result the closest one */ for(int ind=0; ind<objects.size(); ind++){ SceneObject* thisObj = objects[ind]; Intersection betterIntersect; thisObj->intersect(betterIntersect, r); double newDist; betterIntersect.getDistance(newDist); if (newDist < oldDist){ result = betterIntersect; oldDist = newDist; } } i = result; } Alright, now for the problem. I begin by creating a scene and filling it with objects outside of the Parser::trace() method. Now for some odd reason, I cast Ray for i=j=0 and everything works wonderfully. However, by the time the second ray is cast all of the objects stored in my Scene no longer recognize their vfptr's! I stepped through the code with a debugger and found that the information to all the vfptr's are lost somewhere between the end of getColor() and the continuation of the loop. However, if I change the arguments of getColor() to use a Scene& instead of a Scene, then no loss occurs. What crazy voodoo is this?

    Read the article

  • Converting SVG to UFO files

    - by Supuhstar
    I am working in PhotoImpact X3, whose native file format is .UFO. I want to bring an SVG file into it, but it doesn't recognize SVG format. All online converters I find (trying to convert it to .PSD, which PhotoImpact X3 recognizes) convert the SVG to a raster format, first, and I don't want that. Does anyone know a way to import an SVG file into PhotoImpact X3? Preferably as a .UFO or .PSD file, but any scaleable vector file format will work.

    Read the article

  • "STI", in the protected mode,CPU will restart.

    - by user299668
    INTEL X86 Platform. My programme run start at 2M absolute address in protected mode,everything seems ok, but when i enable interrupt with "sti", the CPU will restart. Why? is there any necessary initialization before "enbale interrupt"? i have setup the idtptr, but it seems no work.

    Read the article

  • java dynamic memory allocation?

    - by JavaUser
    Hi, Why an object initialization using " new " keyword is called as dynamic memory allocation since compile time itself we know the memory needed for that object . Also please explain what happen when u do ClassA object = new ClassA(); in heap and stack . Thx

    Read the article

  • Servlet xxx is not available

    - by hguser
    In the web.xml of my web app I have configed the server as following: The web.xml However when I request this servlet ,I got a error which tells me "Servlet SOS is not available",but I am sure this servlet do exist in the WEB-INFO/lib/sos.jar. And I have seen the initialization work under the servelt from the logs. I wonder why can not tomcat find the sevlet?

    Read the article

  • time to run a program in C

    - by yCalleecharan
    Hi, I would like to know what lines of C code to add to a program so that it tells me the total time that the program takes to run. I guess there should be counter initialization near the beginning of main and one after the main function ends. Is the right header clock.h? Thanks a lot...

    Read the article

  • iPhone: Error when using -(id)initWithNibName

    - by Nic Hubbard
    I am trying to use the following code, but I always get an error that I can find little information about: - (id)initWithNibName:@"MyRidesListView" bundle:nil { if ((self = [super initWithNibName:@"MyRidesListView" bundle:nil])) { // Custom initialization } return self; } Error: expected identifier before 'OBJC_STRING' token This seems like a simple method to be calling. This is for a UINavigationController. Ideas?

    Read the article

  • How do I implement a TextBox that displays "Type here"?

    - by mafutrct
    Displaying "Type here to ..." until the user enters text into a TextBox is a well-known usability feature nowadays. How would one implement this feature in C#? My idea is to override OnTextChanged, but the logic to handle the changes of Text from and to "Type here" is a bit tricky... Displaying "Type here" on initialization and removing it on first input is easy, but I want to display the message every time the entered text becomes empty.

    Read the article

  • How to handle unknown initializer functions in lua?

    - by oofoe
    I want to load data written in a variant of lua (eyeonScript). However, the data is peppered with references to initialization functions that are not in plain lua: Redden = BrightnessContrast { Inputs = { Red = Input { Value = 0, }, }, } Standard lua gives "attempt to call a nil value" or "unexpected symbol" errors. Is there any way to catch these and pass it to some sort of generic initializer? I want to wind up with a nested table data structure. Thanks!

    Read the article

  • How do I use django settings in my logging.ini file?

    - by slypete
    I have a BASE_DIR setting in my settings.py file: BASE_DIR = os.path.dirname(os.path.abspath(__file__)) I need to use this variable in my logging.ini file to setup my file handler paths. The initialization of logging happens in the same file, the settings.py file, below my BASE_DIR variable: LOG_INIT_DONE=False if not LOG_INIT_DONE: logging.config.fileConfig(LOGGING_INI) LOG_INIT_DONE=True Thanks, Pete

    Read the article

  • ToolStripMenuItems and Drag and Drop

    - by Paul
    I need to implement "Drag and Drop" operations for the ToolStripMenuItems. Everything works fine only with ToolStripMenuItems on the first level. I mean I can't move menu item from a submenu to other one. But I can move submenu to top-level menu. I noticed that DragEnter event isn't arise for submenus. Initialization is the same for all menu-items. What is wrong? :(

    Read the article

  • Invalid function declaration. DevC++

    - by user69514
    Why do I get invalid function declaration when I compile the code in DevC++ in Windows, but when I compile it in CodeBlocks on Linux it works fine. #include <iostream> #include <vector> using namespace std; //structure to hold item information struct item{ string name; double price; }; //define sandwich, chips, and drink struct item sandwich{"Sandwich", 3.00}; **** error is here ***** struct item chips{"Chips", 1.50}; **** error is here ***** struct item drink{"Large Drink", 2.00}; **** error is here ***** vector<item> cart; //vector to hold the items double total = 0.0; //total const double tax = 0.0825; //tax //gets item choice from user char getChoice(){ cout << "Select an item:" << endl; cout << "S: Sandwich. $3.00" << endl; cout << "C: Chips. $1.50" << endl; cout << "D: Drink. $2.00" << endl; cout << "X: Cancel. Start over" << endl; cout << "T: Total" << endl; char choice; cin >> choice; return choice; } //displays current items in cart and total void displayCart(){ cout << "\nCart:" << endl; for(unsigned int i=0; i<cart.size(); i++){ cout << cart.at(i).name << ". $" << cart.at(i).price << endl; } cout << "Total: $" << total << endl << endl; } //adds item to the cart void addItem(struct item bought){ cart.push_back(bought); total += bought.price; displayCart(); } //displays the receipt, items, prices, subtotal, taxes, and total void displayReceipt(){ cout << "\nReceipt:" << endl; cout << "Items: " << cart.size() << endl; for(unsigned int i=0; i<cart.size(); i++){ cout << (i+1) << ". " << cart.at(i).name << ". $" << cart.at(i).price << endl; } cout << "----------------------------" << endl; cout << "Subtotal: $" << total << endl; double taxes = total*tax; cout << "Tax: $" << taxes << endl; cout << "Total: $" << (total + taxes) << endl; } int main(){ //sentinel to stop the loop bool stop = false; char choice; while (stop == false ){ choice = getChoice(); //add sandwich if( choice == 's' || choice == 'S' ){ addItem(sandwich); } //add chips else if( choice == 'c' || choice == 'C' ){ addItem(chips); } //add drink else if( choice == 'd' || choice == 'D' ){ addItem(drink); } //remove everything from cart else if( choice == 'x' || choice == 'X' ){ cart.clear(); total = 0.0; cout << "\n***** Transcation Canceled *****\n" << endl; } //calcualte total else if( choice == 't' || choice == 'T' ){ displayReceipt(); stop = true; } //or wront item picked else{ cout << choice << " is not a valid choice. Try again\n" << endl; } }//end while loop return 0; //end of program }

    Read the article

  • C# - Sharing static data between multiple processes

    - by Murtaza Mandvi
    I have a WCF service (instantiated within a Console application on NetTCP), this service has static data (large volume) which gets instantiated on the load. I have multiple instances of this Console application running at once, and all of them are doing the same static data initialization , is there a way that I can have a single data source and share the data among processes so that each process does not have to consume large amount of memory?

    Read the article

  • How to pass initialisation parameters to a web service in Netbeans

    - by Bob Roberts
    I have built a web web service with Netbeans 6.8 using the "Web Service from WSDL" wizard. It has generated the binding classes and a skeleton for the class implementing the web service. I've set some initialization parameters in web.xml, under the servlet corresponding to the web service. Now I'd like to pass those parameters to the class implementing the web service. How can this be achieved (preferably without editing any of the code auto-generated by Netbeans)?

    Read the article

< Previous Page | 83 84 85 86 87 88 89 90 91 92 93 94  | Next Page >