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  • Returning S_FALSE from a C# COM dll

    - by AntonyW
    I have a method defined in IDL as follows : interface IMyFunc : IDispatch { [id(1), helpstring("method GetNextFunction")] HRESULT GetNextFunction([in,out] long* lPos, [out, retval] BSTR* bstrName); } Using C++ I always implemented this as follows : STDMETHODIMP CMyFunc::GetNextFunction(long *nID, long *lPos, BSTR *bstrName) { if ( function to return ) { // setup return values; return S_OK; } else { // just exit return S_FALSE; } } Now I am implementing this in C# and have used tlbimp on the type library and ended up with : public string GetNextFunction(ref int nID, ref int lPos) I understand that this is because [out, retval] is used as the return type instead of the HRESULT as in C++. Is there a simple way to return the S_OK / S_FALSE values without changing the method definition? The only way I can see is that I have to use ildasm / ilasm to add preservesig so I end up with something like this : public int GetNextFunction(ref int nID, ref int lPos, ref string bstrName) I was wondering if there was some other way without doing the il compilation step.

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  • Any way to access the type of a Scala Option declaration at runtime using reflection?

    - by Graham Lea
    So, I have a Scala class that looks like this: class TestClass { var value: Option[Int] = None } and I'm tackling a problem where I have a String value and I want to coerce it into that Option[Int] at runtime using reflection. To do so, I need to know that the field is an Option and that the type parameter of the Option is Int. What are my options for figuring out that the type of 'value' is Option[Int] at runtime (i.e. using reflection)? I have seen similar problems solved by annotating the field, e.g. @OptionType(Int.class). I'd prefer a solution that didn't require annotations on the reflection target if possible.

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  • How do I make a class whose interface matches double, but upon which templates can be specialized?

    - by Neil G
    How do I make a class whose interface matches double, but whose templated types do not dynamic cast to double? The reason is that I have a run-time type system, and I want to be able to have a type that works just like double: template<int min_value, int max_value> class BoundedDouble: public double {}; And then inherit use template specialization to get run-time information about that type: template<typename T> class Type { etc. } template<int min_value, int max_value> class Type<BoundedDouble<min_value, max_value>> { int min() const { return min_value; } etc. } But, you can't inherit from double...

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  • how to callback a lua function from a c function

    - by pierr
    Hi, I have a c function test_callback accepting a point to a function as the parameter and It will "callback" that function. //typedef int(*data_callback_t)(int i); int test_callback(data_callback_t f) { f(3); } int datacallback(int a ) { printf("called back %d\n",a); return 0; } //example test_callback(datacallback); // print : called back 3 Now, I want to wrap test_callback so that they can be called from lua, suppose the name is lua_test_callback ;and also the input parameter to it would be a lua function. How should I achieve this goal? function lua_datacallback (a ) print "hey , this is callback in lua" ..a end lua_test_callback(lua_datacallback) //expect to get "hey this is callback in lua 3 "

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  • How to specify a different column for a @Inheritance JPA annotation

    - by Cue
    @Entity @Inheritance(strategy = InheritanceType.JOINED) public class Foo @Entity @Inheritance(strategy = InheritanceType.JOINED) public class BarFoo extends Foo mysql> desc foo; +---------------+-------------+ | Field | Type | +---------------+-------------+ | id | int | +---------------+-------------+ mysql> desc barfoo; +---------------+-------------+ | Field | Type | +---------------+-------------+ | id | int | | foo_id | int | | bar_id | int | +---------------+-------------+ mysql> desc bar; +---------------+-------------+ | Field | Type | +---------------+-------------+ | id | int | +---------------+-------------+ Is it possible to specify column barfo.foo_id as the joined column? Are you allowed to specify barfoo.id as BarFoo's @Id since you are overriding the getter/seeter of class Foo? I understand the schematics behind this relationship (or at least I think I do) and I'm ok with them. The reason I want an explicit id field for BarFoo is exactly because I want to avoid using a joined key (foo _id, bar _id) when querying for BarFoo(s) or when used in a "stronger" constraint. (as Ruben put it)

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  • error: incompatible types in assignment

    - by ambika
    My C code #include <stdio.h> #include <stdlib.h> #include "help.h" int test(int x, P *ut) { int point = 10; ut->dt[10].max_x = NULL; } int main(int argc, char** argv) { return (EXIT_SUCCESS); } my help.h file code typedef struct{ double max_x; double max_y; }X; typedef struct{ X dt[10]; }P; I got an error i.e error: incompatible types in assignment error comes in here ut->dt[10].max_x = NULL; can anybody help me. thanks in advance.

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  • fgets, sscanf, and writing to arrays

    - by alldavidsluck
    beginner question here, I haven't been able to find examples that relate. I'm working on a C program that will take integer input from stdin using fgets and sscanf, and then write it to an array. However, I'm not sure how to make fgets write to the array. #define MAXINT 512 char input[MAXINT] int main(void) { int i; int j; int count=0; int retval; while (1==1) { fgets(input, MAXINT[count], stdin); retval = sscanf(input, "%d", &i); if (retval == 1) { count = count++; } else if (retval != 1) { break; } } Would I simply put fgets in a for loop? or is it more complicated than that?

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  • JTable how to change BackGround Color

    - by mKorbel
    I inspired by MeBigFatGuy interesting question, in this conection I have very specific question about Graphisc2D, how to change BackGround Color by depends if is JTables Row visible in the JViewPort, 1) if 1st. & last JTables Row will be visible in the JViewPort, then BackGround would be colored to the Color.red 2) if 1st. & last JTables Row will not be visible in the JViewPort, then BackGround would be colored to the Color.whatever from SSCCE import java.awt.*; import java.awt.event.ActionEvent; import java.awt.image.BufferedImage; import javax.swing.*; import javax.swing.RepaintManager; import javax.swing.event.ChangeEvent; import javax.swing.event.ChangeListener; import javax.swing.table.TableModel; /* http://stackoverflow.com/questions/1249278/ how-to-disable-the-default-painting-behaviour-of-wheel-scroll-event-on-jscrollpan * and * http://stackoverflow.com/questions/8195959/ swing-jtable-event-when-row-is-visible-or-when-scrolled-to-the-bottom */ public class ViewPortFlickering { private JFrame frame = new JFrame("Table"); private JViewport viewport = new JViewport(); private Rectangle RECT = new Rectangle(); private Rectangle RECT1 = new Rectangle(); private JTable table = new JTable(50, 3); private javax.swing.Timer timer; private int count = 0; public ViewPortFlickering() { GradientViewPort tableViewPort = new GradientViewPort(table); viewport = tableViewPort.getViewport(); viewport.addChangeListener(new ChangeListener() { @Override public void stateChanged(ChangeEvent e) { RECT = table.getCellRect(0, 0, true); RECT1 = table.getCellRect(table.getRowCount() - 1, 0, true); Rectangle viewRect = viewport.getViewRect(); if (viewRect.intersects(RECT)) { System.out.println("Visible RECT -> " + RECT); } else if (viewRect.intersects(RECT1)) { System.out.println("Visible RECT1 -> " + RECT1); } else { // } } }); frame.add(tableViewPort); frame.setPreferredSize(new Dimension(600, 300)); frame.pack(); frame.setLocation(50, 100); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); RepaintManager.setCurrentManager(new RepaintManager() { @Override public void addDirtyRegion(JComponent c, int x, int y, int w, int h) { Container con = c.getParent(); while (con instanceof JComponent) { if (!con.isVisible()) { return; } if (con instanceof GradientViewPort) { c = (JComponent) con; x = 0; y = 0; w = con.getWidth(); h = con.getHeight(); } con = con.getParent(); } super.addDirtyRegion(c, x, y, w, h); } }); frame.setVisible(true); start(); } private void start() { timer = new javax.swing.Timer(100, updateCol()); timer.start(); } public Action updateCol() { return new AbstractAction("text load action") { private static final long serialVersionUID = 1L; @Override public void actionPerformed(ActionEvent e) { System.out.println("updating row " + (count + 1)); TableModel model = table.getModel(); int cols = model.getColumnCount(); int row = 0; for (int j = 0; j < cols; j++) { row = count; table.changeSelection(row, 0, false, false); timer.setDelay(100); Object value = "row " + (count + 1) + " item " + (j + 1); model.setValueAt(value, count, j); } count++; if (count >= table.getRowCount()) { timer.stop(); table.changeSelection(0, 0, false, false); java.awt.EventQueue.invokeLater(new Runnable() { @Override public void run() { table.clearSelection(); } }); } } }; } public static void main(String[] args) { java.awt.EventQueue.invokeLater(new Runnable() { @Override public void run() { ViewPortFlickering viewPortFlickering = new ViewPortFlickering(); } }); } } class GradientViewPort extends JScrollPane { private static final long serialVersionUID = 1L; private final int h = 50; private BufferedImage img = null; private BufferedImage shadow = new BufferedImage(1, h, BufferedImage.TYPE_INT_ARGB); private JViewport viewPort; public GradientViewPort(JComponent com) { super(com); viewPort = this.getViewport(); viewPort.setScrollMode(JViewport.BLIT_SCROLL_MODE); viewPort.setScrollMode(JViewport.BACKINGSTORE_SCROLL_MODE); viewPort.setScrollMode(JViewport.SIMPLE_SCROLL_MODE); Graphics2D g2 = shadow.createGraphics(); g2.setPaint(new Color(250, 150, 150)); g2.fillRect(0, 0, 1, h); g2.setComposite(AlphaComposite.DstIn); g2.setPaint(new GradientPaint(0, 0, new Color(0, 0, 0, 0f), 0, h, new Color(0.5f, 0.8f, 0.8f, 0.5f))); g2.fillRect(0, 0, 1, h); g2.dispose(); } @Override public void paint(Graphics g) { if (img == null || img.getWidth() != getWidth() || img.getHeight() != getHeight()) { img = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_ARGB); } Graphics2D g2 = img.createGraphics(); super.paint(g2); Rectangle bounds = getViewport().getVisibleRect(); g2.scale(bounds.getWidth(), -1); int y = (getColumnHeader() == null) ? 0 : getColumnHeader().getHeight(); g2.drawImage(shadow, bounds.x, -bounds.y - y - h, null); g2.scale(1, -1); g2.drawImage(shadow, bounds.x, bounds.y + bounds.height - h + y, null); g2.dispose(); g.drawImage(img, 0, 0, null); } }

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  • "Ambiguous template specialization" problem

    - by Setien
    I'm currently porting a heap of code that has previously only been compiled with Visual Studio 2008. In this code, there's an arrangement like this: template <typename T> T convert( const char * s ) { // slow catch-all std::istringstream is( s ); T ret; is >> ret; return ret; } template <> inline int convert<int>( const char * s ) { return (int)atoi( s ); } Generally, there are a lot of specializations of the templated function with different return types that are invoked like this: int i = convert<int>( szInt ); The problem is, that these template specializations result in "Ambiguous template specialization". If it was something besides the return type that differentiated these function specializations, I could obviously just use overloads, but that's not an option. How do I solve this without having to change all the places the convert functions are called?

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  • Drawing multiple lines with Java Swing

    - by rize
    I'm learning drawing lines with Java Swing in order to draw a labyrinth. I can draw one line at a specified position and it shows just fine. But when I want to draw multiple lines, only the last one shows. My code: public class LabyrinthGUI extends JFrame { ... Line line1 = new Line(0, 0, 0, 50); this.getContentPane().add(line1); } public class Line extends JPanel{ private int x1, y1, x2, y2; public Line(int x1, int y1, int x2, int y2) { this.x1 = x1; this.y1 = y1; this.x2 = x2; this.y2 = y2; } public void paintComponent (Graphics g) { g.drawLine(x1, y1, x2, y2); } I probably have to refresh something, to display all the lines drawn with for-loop, but don't know what.

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  • Swapping values using pointers

    - by xbonez
    I have this code fragment int i = 5; int k = 7; int * iPtr; int * jPtr; int * kPtr; iPtr = &i; kPtr = &k; I am required to swap i and k using the pointers. This is how I'm doing it: *jPtr = *kPtr ; *kPtr = *iPtr ; *iPtr = *jPtr ; Is this the best way to do it, or is there a better way?

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  • functor returning 0

    - by Jon
    I've recently started teaching myself the standard template library. I was curious as to why the GetTotal() method in this class is returning 0? ... class Count { public: Count() : total(0){} void operator() (int val){ total += val;} int GetTotal() { return total;} private: int total; }; void main() { set<int> s; Count c; for(int i = 0; i < 10; i++) s.inset(i); for_each(s.begin(), s.end(), c); cout << c.GetTotal() << endl; }

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  • I'm new to C++. Please Help me with the Linked List (What functions to add)?

    - by Igal
    DEAR All; Hi, I'm just beginner to C++; Please help me to understand: What functions should be in the Linked list class ? I think there should be overloaded operators << and ; Please help me to improve the code (style, errors, etc,) Thanks for advance. Igal. Please review the small code for the integer List (enclosed MyNODE.h and ListDriver1.cpp); MyNODE.h // This is my first attempt to write linked list. Igal Spector, June 2010. #include <iostream.h> #include <assert.h> //Forward Declaration of the classes: class ListNode; class TheLinkedlist; // Definition of the node (WITH IMPLEMENTATION !!!, without test drive): class ListNode{ friend class TheLinkedlist; public: // constructor: ListNode(const int& value, ListNode *next= 0); // note: no destructor, as this handled by TheLinkedList class. // accessor: return data in the node. // int Show() const {return theData;} private: int theData; //the Data ListNode* theNext; //points to the next node in the list. }; //Implementations: //constructor: inline ListNode::ListNode(const int &value,ListNode *next) :theData(value),theNext(next){} //end of ListNode class, now for the LL class: class TheLinkedlist { public: //constructors: TheLinkedlist(); virtual ~TheLinkedlist(); // Accessors: void InsertAtFront(const &); void AppendAtBack(const &); // void InOrderInsert(const &); bool IsEmpty()const;//predicate function void Print() const; private: ListNode * Head; //pointer to first node ListNode * Tail; //pointer to last node. }; //Implementation: //Default constructor inline TheLinkedlist::TheLinkedlist():Head(0),Tail(0) {} //Destructor inline TheLinkedlist::~TheLinkedlist(){ if(!IsEmpty()){ //list is not empty cout<<"\n\tDestroying Nodes"<<endl; ListNode *currentPointer=Head, *tempPtr; while(currentPointer != 0){ //Delete remaining Nodes. tempPtr=currentPointer; cout<<"The node: "<<tempPtr->theData <<" is Destroyed."<<endl<<endl; currentPointer=currentPointer->theNext; delete tempPtr; } Head=Tail = 0; //don't forget this, as it may be checked one day. } } //Insert the Node to the beginning of the list: void TheLinkedlist::InsertAtFront(const int& value){ ListNode *newPtr = new ListNode(value,Head); assert(newPtr!=0); if(IsEmpty()) //list is empty Head = Tail = newPtr; else { //list is NOT empty newPtr->theNext = Head; Head = newPtr; } } //Insert the Node to the beginning of the list: void TheLinkedlist::AppendAtBack(const int& value){ ListNode *newPtr = new ListNode(value, NULL); assert(newPtr!=0); if(IsEmpty()) //list is empty Head = Tail = newPtr; else { //list is NOT empty Tail->theNext = newPtr; Tail = newPtr; } } //is the list empty? inline bool TheLinkedlist::IsEmpty() const { return (Head == 0); } // Display the contents of the list void TheLinkedlist::Print()const{ if ( IsEmpty() ){ cout << "\n\t The list is empty!!"<<endl; return; } ListNode *tempPTR = Head; cout<<"\n\t The List is: "; while ( tempPTR != 0 ){ cout<< tempPTR->theData <<" "; tempPTR = tempPTR->theNext; } cout<<endl<<endl; } ////////////////////////////////////// The test Driver: //Driver test for integer Linked List. #include <iostream.h> #include "MyNODE.h" // main Driver int main(){ cout<< "\n\t This is the test for integer LinkedList."<<endl; const int arraySize=11, ARRAY[arraySize]={44,77,88,99,11,2,22,204,50,58,12}; cout << "\n\tThe array is: "; //print the numbers. for (int i=0;i<arraySize; i++) cout<<ARRAY[i]<<", "; TheLinkedlist list; //declare the list for(int index=0;index<arraySize;index++) list.AppendAtBack( ARRAY[index] );//create the list cout<<endl<<endl; list.Print(); //print the list return 0; //end of the program. }

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  • MySQL load data null values

    - by SP1
    Hello, I have a file that can contain from 3 to 4 columns of numerical values which are separated by comma. Empty fields are defined with the exception when they are at the end of the row: 1,2,3,4,5 1,2,3,,5 1,2,3 The following table was created in MySQL: +-------+--------+------+-----+---------+-------+ | Field | Type | Null | Key | Default | Extra | +-------+--------+------+-----+---------+-------+ | one | int(1) | YES | | NULL | | | two | int(1) | YES | | NULL | | | three | int(1) | YES | | NULL | | | four | int(1) | YES | | NULL | | | five | int(1) | YES | | NULL | | +-------+--------+------+-----+---------+-------+ I am trying to load the data using MySQL LOAD command: load data infile '/tmp/testdata.txt' into table moo fields terminated by "," lines terminated by "\n"; The resulting table: +------+------+-------+------+------+ | one | two | three | four | five | +------+------+-------+------+------+ | 1 | 2 | 3 | 4 | 5 | | 1 | 2 | 3 | 0 | 0 | | 1 | 2 | 3 | NULL | NULL | +------+------+-------+------+------+ The problem lies with the fact that when a field is empty in the raw data and is not defined, MySQL for some reason does not use the columns default value (which is NULL) and uses zero. NULL is used correctly when the field is missing alltogether. Unfortunately, I have to be able to distinguish between NULL and 0 at this stage so any help would be appreciated. Thanks S.

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  • How to move a rectangle properly?

    - by bodycountPP
    I recently started to learn OpenGL. Right now I finished the first chapter of the "OpenGL SuperBible". There were two examples. The first had the complete code and showed how to draw a simple triangle. The second example is supposed to show how to move a rectangle using SpecialKeys. The only code provided for this example was the SpecialKeys method. I still tried to implement it but I had two problems. In the previous example I declared and instaciated vVerts in the SetupRC() method. Now as it is also used in the SpecialKeys() method, I moved the declaration and instantiation to the top of the code. Is this proper c++ practice? I copied the part where vertex positions are recalculated from the book, but I had to pick the vertices for the rectangle on my own. So now every time I press a key for the first time the rectangle's upper left vertex is moved to (-0,5:-0.5). This ok because of GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y But I also think that this is the reason why my rectangle is shifted in the beginning. After the first time a key was pressed everything works just fine. Here is my complete code I hope you can help me on those two points. GLBatch squareBatch; GLShaderManager shaderManager; //Load up a triangle GLfloat vVerts[] = {-0.5f,0.5f,0.0f, 0.5f,0.5f,0.0f, 0.5f,-0.5f,0.0f, -0.5f,-0.5f,0.0f}; //Window has changed size, or has just been created. //We need to use the window dimensions to set the viewport and the projection matrix. void ChangeSize(int w, int h) { glViewport(0,0,w,h); } //Called to draw the scene. void RenderScene(void) { //Clear the window with the current clearing color glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); GLfloat vRed[] = {1.0f,0.0f,0.0f,1.0f}; shaderManager.UseStockShader(GLT_SHADER_IDENTITY,vRed); squareBatch.Draw(); //perform the buffer swap to display the back buffer glutSwapBuffers(); } //This function does any needed initialization on the rendering context. //This is the first opportunity to do any OpenGL related Tasks. void SetupRC() { //Blue Background glClearColor(0.0f,0.0f,1.0f,1.0f); shaderManager.InitializeStockShaders(); squareBatch.Begin(GL_QUADS,4); squareBatch.CopyVertexData3f(vVerts); squareBatch.End(); } //Respond to arrow keys by moving the camera frame of reference void SpecialKeys(int key,int x,int y) { GLfloat stepSize = 0.025f; GLfloat blockSize = 0.5f; GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y if(key == GLUT_KEY_UP) { blockY += stepSize; } if(key == GLUT_KEY_DOWN){blockY -= stepSize;} if(key == GLUT_KEY_LEFT){blockX -= stepSize;} if(key == GLUT_KEY_RIGHT){blockX += stepSize;} //Recalculate vertex positions vVerts[0] = blockX; vVerts[1] = blockY - blockSize*2; vVerts[3] = blockX + blockSize * 2; vVerts[4] = blockY - blockSize *2; vVerts[6] = blockX+blockSize*2; vVerts[7] = blockY; vVerts[9] = blockX; vVerts[10] = blockY; squareBatch.CopyVertexData3f(vVerts); glutPostRedisplay(); } //Main entry point for GLUT based programs int main(int argc, char** argv) { //Sets the working directory. Not really needed gltSetWorkingDirectory(argv[0]); //Passes along the command-line parameters and initializes the GLUT library. glutInit(&argc,argv); //Tells the GLUT library what type of display mode to use, when creating the window. //Double buffered window, RGBA-Color mode,depth-buffer as part of our display, stencil buffer also available glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH|GLUT_STENCIL); //Window size glutInitWindowSize(800,600); glutCreateWindow("MoveRect"); glutReshapeFunc(ChangeSize); glutDisplayFunc(RenderScene); glutSpecialFunc(SpecialKeys); //initialize GLEW library GLenum err = glewInit(); //Check that nothing goes wrong with the driver initialization before we try and do any rendering. if(GLEW_OK != err) { fprintf(stderr,"Glew Error: %s\n",glewGetErrorString); return 1; } SetupRC(); glutMainLoop(); return 0; }

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  • Beginner assembly programming memory usage question

    - by Daniel
    I've been getting into some assembly lately and its fun as it challenges everything i have learned. I was wondering if i could ask a few questions When running an executable, does the entire executable get loaded into memory? From a bit of fiddling i've found that constants aren't really constants? Is it just a compiler thing? const int i = 5; _asm { mov i, 0 } // i is now 0 and compiles fine So are all variables assigned with a constant value embedded into the file as well? Meaning: int a = 1; const int b = 2; void something() { const int c = 3; int d = 4; } Will i find all of these variables embedded in the file (in a hex editor or something)? If the executable is loaded into memory then "constants" are technically using memory? I've read around on the net people saying that constants don't use memory, is this true?

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  • evaluation strategy examples

    - by Boontz
    Assuming the language supports these evaluation strategies, what would be the result for call by reference, call by name, and call by value? void swap(int a; int b) { int temp; temp = a; a = b; b = temp; } int i = 3; int A[5]; A[3] = 4; swap (i, A[3]);

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  • Understanding implementation of glu.PickMatrix()

    - by stoney78us
    I am working on an OpenGL project which requires object selection feature. I use OpenTK framework to do this; however OpenTK doesn't support glu.PickMatrix() method to define the picking region. I ended up googling its implementation and here is what i got: void GluPickMatrix(double x, double y, double deltax, double deltay, int[] viewport) { if (deltax <= 0 || deltay <= 0) { return; } GL.Translate((viewport[2] - 2 * (x - viewport[0])) / deltax, (viewport[3] - 2 * (y - viewport[1])) / deltay, 0); GL.Scale(viewport[2] / deltax, viewport[3] / deltay, 1.0); } I totally fail to understand this piece of code. Moreover, this doesn't work with my following code sample: //selectbuffer private int[] _selectBuffer = new int[512]; private void Init() { float[] triangleVertices = new float[] { 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f }; float[] _triangleColors = new float[] { 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; GL.GenBuffers(2, _vBO); GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[0]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * _triangleVertices.Length), _triangleVertices, BufferUsageHint.StaticDraw); GL.VertexPointer(3, VertexPointerType.Float, 0, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[1]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * _triangleColors.Length), _triangleColors, BufferUsageHint.StaticDraw); GL.ColorPointer(3, ColorPointerType.Float, 0, 0); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.ColorArray); //Selectbuffer set up GL.SelectBuffer(512, _selectBuffer); } private void glControlWindow_Paint(object sender, PaintEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.DepthBufferBit); float[] eyes = { 0.0f, 0.0f, -10.0f }; float[] target = { 0.0f, 0.0f, 0.0f }; Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(0.785398163f, 4.0f / 3.0f, 0.1f, 100f); //45 degree = 0.785398163 rads Matrix4 view = Matrix4.LookAt(eyes[0], eyes[1], eyes[2], target[0], target[1], target[2], 0, 1, 0); Matrix4 model = Matrix4.Identity; Matrix4 MV = view * model; //First Clear Buffers GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.DepthBufferBit); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GL.LoadMatrix(ref projection); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); GL.LoadMatrix(ref MV); GL.Viewport(0, 0, glControlWindow.Width, glControlWindow.Height); GL.Enable(EnableCap.DepthTest); //Enable correct Z Drawings GL.DepthFunc(DepthFunction.Less); //Enable correct Z Drawings GL.MatrixMode(MatrixMode.Modelview); GL.PushMatrix(); GL.Translate(3.0f, 0.0f, 0.0f); DrawTriangle(); GL.PopMatrix(); GL.PushMatrix(); GL.Translate(-3.0f, 0.0f, 0.0f); DrawTriangle(); GL.PopMatrix(); //Finally... GraphicsContext.CurrentContext.VSync = true; //Caps frame rate as to not over run GPU glControlWindow.SwapBuffers(); //Takes from the 'GL' and puts into control } private void DrawTriangle() { GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[0]); GL.VertexPointer(3, VertexPointerType.Float, 0, 0); GL.EnableClientState(ArrayCap.VertexArray); GL.DrawArrays(BeginMode.Triangles, 0, 3); GL.DisableClientState(ArrayCap.VertexArray); } //mouse click event implementation private void glControlWindow_MouseClick(object sender, System.Windows.Forms.MouseEventArgs e) { //Enter Select mode. Pretend drawing. GL.RenderMode(RenderingMode.Select); int[] viewport = new int[4]; GL.GetInteger(GetPName.Viewport, viewport); GL.PushMatrix(); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GluPickMatrix(e.X, e.Y, 5, 5, viewport); Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(0.785398163f, 4.0f / 3.0f, 0.1f, 100f); // this projection matrix is the same as one in glControlWindow_Paint method. GL.LoadMatrix(ref projection); GL.MatrixMode(MatrixMode.Modelview); int i = 0; int hits; GL.PushMatrix(); GL.Translate(3.0f, 0.0f, 0.0f); GL.PushName(i); DrawTriangle(); GL.PopName(); GL.PopMatrix(); i++; GL.PushMatrix(); GL.Translate(-3.0f, 0.0f, 0.0f); GL.PushName(i); DrawTriangle(); GL.PopName(); GL.PopMatrix(); hits = GL.RenderMode(RenderingMode.Render); .....hits processing code goes here... GL.PopMatrix(); glControlWindow.Invalidate(); } I expect to get only one hit everytime i click inside a triangle, but i always get 2 no matter where i click. I suspect there is something wrong with the implementation of the GluPickMatrix, I haven't figured out yet.

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  • Using .dll methods to load data from file in C# code

    - by Espinas.iss
    I want to use in C# these methods: * int LibRaw::open_datastream(LibRaw_abstract_datastream *stream) * int LibRaw::open_file(const char *rawfile) * int LibRaw::open_buffer(void *buffer, size_t bufsize) * int LibRaw::unpack(void) * int LibRaw::unpack_thumb(void) that are stored in a libraw.dll. These functions one by one load data from file... I've been reading about P/Invoke but i'm not sure how to invoke them. Can anyone show me an example how to use all of these functions together in C# to load file (raw image stored in folder) or just how to PIvoke one of them. Thanx!

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  • loading a file and getting its contents crashes on me.

    - by Richards
    private class Lytterklasse implements ActionListener{ public void actionPerformed(ActionEvent e) { JFileChooser chooser = new JFileChooser(); FileNameExtensionFilter filter = new FileNameExtensionFilter( "Sudoku Tekstfiler", "txt"); chooser.setFileFilter(filter); int returnVal = chooser.showOpenDialog(getParent()); String filnavn=chooser.getName(); In innfil=new In(filnavn); int type=innfil.inInt(); int lengdeBoks=innfil.inInt(); int breddeBoks=innfil.inInt(); for(int i=0;i } Why does this crash on me? I cant figure it out. Please help!

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  • Select in a many-to-many relationship in MySQL

    - by Joff Williams
    I have two tables in a MySQL database, Locations and Tags, and a third table LocationsTagsAssoc which associates the two tables and treats them as a many-to-many relationship. Table structure is as follows: Locations --------- ID int (Primary Key) Name varchar(128) LocationsTagsAssoc ------------------ ID int (Primary Key) LocationID int (Foreign Key) TagID int (Foreign Key) Tags ---- ID int (Primary Key) Name varchar(128) So each location can be tagged with multiple tagwords, and each tagword can be tagged to multiple locations. What I want to do is select only Locations which are tagged with all of the tag names supplied. For example: I want all locations which are tagged with both "trees" and "swings". Location "Park" should be selected, but location "Forest" should not. Any insight would be appreciated. Thanks!

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  • Unexpected behaviour of Order by clause

    - by Newbie
    I have a table which looks like Col1 col2 col3 col4 col5 1 5 1 4 6 1 4 0 3 7 0 1 5 6 3 1 8 2 1 5 4 3 2 1 4 The script is declare @t table(col1 int, col2 int, col3 int,col4 int,col5 int) insert into @t select 1,5,1,4,6 union all select 1,4,0,3,7 union all select 0,1,5,6,3 union all select 1,8,2,1,5 union all select 4,3,2,1,4 If I do a sorting (ascending), the output is Col1 col2 col3 col4 col5 0 1 5 6 3 1 4 0 3 7 1 5 1 4 6 1 8 2 1 5 4 3 2 1 4 The query is Select * from @t order by col1,col2,col3,col4,col5 But as can be seen that the sorting output is wrong (col2 to col5). I want the output to be every column being sorted in ascending order i.e. Col1 col2 col3 col4 col5 0 1 0 1 3 1 3 1 1 4 1 4 2 3 5 1 5 2 4 6 4 8 5 6 7 Why so and how to overcome this? Thanks in advance

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  • How to define a static array without a contant size in a constructor of a class? (C++)

    - by Keand64
    I have a class defined as: class Obj { public: int width, height; Obj(int w, int h); } and I need it to contain a static array like so: int presc[width][height]; however, I cannot define within the class, so it it possible to create a pointer to a 2D array (and, out of curiosity, 3, 4, and 5D arrays), have that as a member of the class, and intitalize it in the constructor like: int ar[5][6]; Obj o(5, 6, &ar); If that isn't possible, is there any way to get a static array without a contant size in a class, or am I going to have to use a dynamic array? (Something I don't want to do because I don't plan on ever changing the size of the array after it's created.)

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  • "Inherited" types in C++

    - by Ken Moynihan
    The following code does not compile. I get an error message: error C2039: 'Asub' : is not a member of 'C' Can someone help me to understand this? Tried VS2008 & 2010 compiler. template <class T> class B { typedef int Asub; public: void DoSomething(typename T::Asub it) { } }; class C : public B<C> { public: typedef int Asub; }; class A { public: typedef int Asub; }; int _tmain(int argc, _TCHAR* argv[]) { C theThing; theThing.DoSomething(C::Asub()); return 0; }

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  • Using member variables inherited from a templated base class (C++)

    - by Aaron Becker
    I'm trying to use member variables of a templated base class in a derived class, as in this example: template <class dtype> struct A { int x; }; template <class dtype> struct B : public A<dtype> { void test() { int id1 = this->x; // always works int id2 = A<dtype>::x; // always works int id3 = B::x; // always works int id4 = x; // fails in gcc & clang, works in icc and xlc } }; gcc and clang are both very picky about using this variable, and require either an explicit scope or the explicit use of "this". With some other compilers (xlc and icc), things work as I would expect. Is this a case of xlc and icc allowing code that's not standard, or a bug in gcc and clang?

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