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  • animated swap position of two buttons

    - by Jagat
    I am trying to swap the position of two buttons. my swapping code looks as below. private void exchangeButtons(Button btn1, Button btn2) { // Create the animation set AnimationSet exchangeAnimation = new AnimationSet(true); TranslateAnimation translate = new TranslateAnimation( Animation.RELATIVE_TO_SELF, btn2.getLeft(), Animation.RELATIVE_TO_SELF, btn1.getLeft(), Animation.RELATIVE_TO_SELF, btn2.getRight(), Animation.RELATIVE_TO_SELF, btn1.getRight() ); translate.setDuration(500); exchangeAnimation.addAnimation(translate); // int fromX = btn1.getLeft(); // int fromY = btn1.getRight(); // int toX = btn2.getLeft(); // int toY = btn2.getRight(); Log.d("ArrangeMe", "view1 pos:" + btn1.getLeft() + ", " +btn1.getRight() + "view2 pos:" + btn2.getLeft() + ", " + btn2.getRight()); AnimationSet exchangeAnimation1 = new AnimationSet(true); TranslateAnimation translate1 = new TranslateAnimation( Animation.RELATIVE_TO_SELF, btn1.getLeft(), Animation.RELATIVE_TO_SELF, btn2.getLeft(), Animation.RELATIVE_TO_SELF, btn1.getRight(), Animation.RELATIVE_TO_SELF, btn2.getRight() ); translate1.setDuration(500); exchangeAnimation1.addAnimation(translate1); // EXECUTE btn1.startAnimation(exchangeAnimation); btn2.startAnimation(exchangeAnimation1); } I call the code as below exchangeButtons(button1, button2); my layout looks as below what happens when i execute the code is, instead of the buttons exchanging their positions, they just disappear for sometime[may be 500 ms] and reappear as they were originally. how to resolve this problem ? will it work properly in device ? regards

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  • how to close a java frame with threads

    - by user261002
    I have a java frame that I want to close it automatically after 3 or 4 seconds. I found out I must used threads. but I dont know how exactly to do it, this a dumy part of my code : package intro; import java.awt.*; import java.io.IOException; //import view.LangMenu; public class IntroClass extends Frame { private int _screenWidth = 0; private int _screenHeight = 0; private int _screenCenterx = 0; private int _screenCentery = 0; //private static final String SOUND_PATH="/sounds/introSound.midi"; public IntroClass() { Toolkit thisScreen = Toolkit.getDefaultToolkit(); Dimension thisScrrensize = thisScreen.getScreenSize(); _screenWidth = thisScrrensize.width; _screenHeight = thisScrrensize.height; _screenCenterx = _screenWidth / 2; _screenCentery = _screenHeight / 2; setBackground(Color.pink); Label lbl = new Label("Welcome To Dots Game. Samaneh Khaleghi", Label.CENTER); add(lbl); setUndecorated(true); setLocation((_screenCenterx*50)/100,_screenCentery-(_screenCentery*50)/100); setSize((_screenWidth * 50) / 100, (_screenHeight * 50) / 100); WaitClass r = new WaitClass(); r.start(); view.DotsBoardFrame d=new view.DotsBoardFrame(); main.Main.showScreen(d); } class WaitClass extends Thread { boolean running = true; public void run() { while (running) { try { Thread.sleep(50); } catch (InterruptedException ex) { ex.printStackTrace(); } } } } }

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  • Generic FSM for game in C++ ?

    - by Mr.Gando
    Hello, I was wondering if there's a way I could code some kind of "generic" FSM for a game with C++?. My game has a component oriented design, so I use a FSM Component. my Finite State Machine (FSM) Component, looks more or less this way. class gecFSM : public gecBehaviour { public: //Constructors gecFSM() { state = kEntityState_walk; } gecFSM(kEntityState s) { state = s; } //Interface void setRule(kEntityState initialState, int inputAction, kEntityState resultingState); void performAction(int action); private: kEntityState fsmTable[MAX_STATES][MAX_ACTIONS]; }; I would love to hear your opinions/ideas or suggestions about how to make this FSM component, generic. With generic I mean: 1) Creating the fsmTable from an xml file is really easy, I mean it's just a bunch of integers that can be loaded to create an MAX_STATESxMAX_ACTION matrix. void gecFSM::setRule(kEntityState initialState, int inputAction, kEntityState resultingState) { fsmTable[initialState][inputAction] = resultingState; } 2) But what about the "perform Action" method ? void gecFSM::performAction(int action) { switch( smTable[ ownerEntity->getState() ][ action ] ) { case WALK: /*Walk action*/ break; case STAND: /*Stand action*/ break; case JUMP: /*Jump action*/ break; case RUN: /*Run action*/ break; } } What if I wanted to make the "actions" and the switch generic? This in order to avoid creating a different FSM component class for each GameEntity? (gecFSMZombie, gecFSMDryad, gecFSMBoss etc ?). That would allow me to go "Data Driven" and construct my generic FSM's from files for example. What do you people suggest?

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  • read text file in xcode

    - by danielDhobbs
    hello. i tried to read text file in xcode but this "EXC_BAD_ACCESS message showed up when i tried to build my program here is my code and i put inputA.txt file in the same folder with project file my friend told me that i should put txt file in debug folder is this why i cannot read txt file in this code? please help me... macbook user. int main (int argc, const char * argv[]) { FILE* fp; char mychar; char arr[50][2] = {0, }; int i = 0; int j, k; graphType* G_; G_ = (graphType*)malloc(sizeof(graphType)); Create(G_); fp = fopen("inputA.txt", "r"); //fp = fopen("inputB.txt", "r"); //fp = fopen("inputC.txt", "r"); while(1){ for(j = 0 ; j < 2 ; j++){ mychar = fgetc(fp); if(mychar == EOF) break; else if(mychar == ' ') continue; arr[i][j] = mychar; } i++; }

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  • Why wont this compile its killing me. (java)

    - by Ryan The Leach
    import java.util.*; public class Caesar { public static void main(String [] args) { final boolean DEBUG = false; System.out.println("Welcome to the Caesar Cypher"); System.out.println("----------------------------"); Scanner keyboard = new Scanner (System.in); System.out.print("Enter a String : "); String plainText = keyboard.nextLine(); System.out.print("Enter an offset: "); int offset = keyboard.nextInt(); String cipherText = ""; for(int i=0;i<plainText.length();i++) { int chVal = plainText.charAt(i); if (DEBUG) {int debugchVal = chVal;} chVal +=offset; if (DEBUG) {System.out.print(chVal + "\t");} while (chVal <32 || chVal > 127) { if (chVal < 32) chVal += 96; if (chVal > 127) chVal -= 96; if(DEBUG) {System.out.print(chVal+" ");} } if (DEBUG) {System.out.println();} char c = (char) chVal; cipherText = cipherText + c; if (DEBUG) {System.out.println(i + "\t" + debugchVal + "\t" + chVal + "\t" + c + "\t" + cipherText);} } System.out.println(cipherText); } }

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  • How `is_base_of` works?

    - by Alexey Malistov
    Why the following code works? typedef char (&yes)[1]; typedef char (&no)[2]; template <typename B, typename D> struct Host { operator B*() const; operator D*(); }; template <typename B, typename D> struct is_base_of { template <typename T> static yes check(D*, T); static no check(B*, int); static const bool value = sizeof(check(Host<B,D>(), int())) == sizeof(yes); }; //Test sample class Base {}; class Derived : private Base {}; //Exspression is true. int test[is_base_of<Base,Derived>::value && !is_base_of<Derived,Base>::value]; Note that B is private base. Note that operator B*() is const. How does this work? Why this works? Why static yes check(D*, T); is better than static yes check(B*, int); ?

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  • g++ Linking Error on Mac while compiling FFMPEG

    - by Saptarshi Biswas
    g++ on Snow Leopard is throwing linking errors on the following piece of code test.cpp #include <iostream> using namespace std; #include <libavcodec/avcodec.h> // required headers #include <libavformat/avformat.h> int main(int argc, char**argv) { av_register_all(); // offending library call return 0; } When I try to compile this using the following command g++ test.cpp -I/usr/local/include -L/usr/local/lib \ -lavcodec -lavformat -lavutil -lz -lm -o test I get the error Undefined symbols: "av_register_all()", referenced from: _main in ccUD1ueX.o ld: symbol(s) not found collect2: ld returned 1 exit status Interestingly, if I have an equivalent c code, test.c #include <stdio.h> #include <libavcodec/avcodec.h> #include <libavformat/avformat.h> int main(int argc, char**argv) { av_register_all(); return 0; } gcc compiles it just fine gcc test.c -I/usr/local/include -L/usr/local/lib \ -lavcodec -lavformat -lavutil -lz -lm -o test I am using Mac OS X 10.6.5 $ g++ --version i686-apple-darwin10-g++-4.2.1 (GCC) 4.2.1 (Apple Inc. build 5664) $ gcc --version i686-apple-darwin10-gcc-4.2.1 (GCC) 4.2.1 (Apple Inc. build 5664) FFMPEG's libavcodec, libavformat etc. are C libraries and I have built them on my machine like thus: ./configure --enable-gpl --enable-pthreads --enable-shared \ --disable-doc --enable-libx264 make && sudo make install As one would expect, libavformat indeed contains the symbol av_register_all $ nm /usr/local/lib/libavformat.a | grep av_register_all 0000000000000000 T _av_register_all 00000000000089b0 S _av_register_all.eh I am inclined to believe g++ and gcc have different views of the libraries on my machine. g++ is not able to pick up the right libraries. Any clue?

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  • Accessing Members of Containing Objects from Contained Objects.

    - by Bunkai.Satori
    If I have several levels of object containment (one object defines and instantiates another object which define and instantiate another object..), is it possible to get access to upper, containing - object variables and functions, please? Example: class CObjectOne { public: CObjectOne::CObjectOne() { Create(); }; void Create(); std::vector<ObjectTwo>vObejctsTwo; int nVariableOne; } bool CObjectOne::Create() { CObjectTwo ObjectTwo(this); vObjectsTwo.push_back(ObjectTwo); } class CObjectTwo { public: CObjectTwo::CObjectTwo(CObjectOne* pObject) { pObjectOne = pObject; Create(); }; void Create(); CObjectOne* GetObjectOne(){return pObjectOne;}; std::vector<CObjectTrhee>vObjectsTrhee; CObjectOne* pObjectOne; int nVariableTwo; } bool CObjectTwo::Create() { CObjectThree ObjectThree(this); vObjectsThree.push_back(ObjectThree); } class CObjectThree { public: CObjectThree::CObjectThree(CObjectTwo* pObject) { pObjectTwo = pObject; Create(); }; void Create(); CObjectTwo* GetObjectTwo(){return pObjectTwo;}; std::vector<CObjectsFour>vObjectsFour; CObjectTwo* pObjectTwo; int nVariableThree; } bool CObjectThree::Create() { CObjectFour ObjectFour(this); vObjectsFour.push_back(ObjectFour); } main() { CObjectOne myObject1; } Say, that from within CObjectThree I need to access nVariableOne in CObjectOne. I would like to do it as follows: int nValue = vObjectThree[index].GetObjectTwo()->GetObjectOne()->nVariable1; However, after compiling and running my application, I get Memory Access Violation error. What is wrong with the code above(it is example, and might contain spelling mistakes)? Do I have to create the objects dynamically instead of statically? Is there any other way how to achieve variables stored in containing objects from withing contained objects?

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  • How to play extracted wave file byte array in C#?

    - by user261924
    At the moment i have managed to separate the left and right channel of a WAVE file and have included the header in a byte[] array. My next step is to be about to play both channels. How can this be done? Here is a code snippet: byte[] song_left = new byte[fa.Length]; byte[] song_right = new byte[fa.Length]; int p = 0; for (int c = 0; c < 43; c++) { song_left[p] = header[c]; p++; } int q = 0; for (s = startByte; s < length; s = s + 3) { song_left[s] = sLeft[q]; q++; s++; song_left[s] = sLeft[q]; q++; } p = 0; for (int c = 0; c < 43; c++) { song_right[p] = header[c]; p++; } This part is reading the header and data from both the right and light channel and saving it to array sLeft[] and sRight[]. This part is working perfectly. Once I obtained the byte arrays, I did the following: System.IO.File.WriteAllBytes("c:\\left.wav", song_left); System.IO.File.WriteAllBytes("c:\\right.wav", song_right); Added a button to play the saved wave file: private void button2_Click(object sender, EventArgs e) { spWave = new SoundPlayer("c:\\left.wav"); spWave.Play(); } Once I hit the play button, this error appers: An unhandled exception of type 'System.InvalidOperationException' occurred in System.dll Additional information: The wave header is corrupt. Any ideas?

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  • Safe to pass objects to C functions when working in JNI Invocation API?

    - by bubbadoughball
    I am coding up something using the JNI Invocation API. A C program starts up a JVM and makes calls into it. The JNIenv pointer is global to the C file. I have numerous C functions which need to perform the same operation on a given class of jobject. So I wrote helper functions which take a jobject and process it, returning the needed data (a C data type...for example, an int status value). Is it safe to write C helper functions and pass jobjects to them as arguments? i.e. (a simple example - designed to illustrate the question): int getStatusValue(jobject jStatus) { return (*jenv)->CallIntMethod(jenv,jStatus,statusMethod); } int function1() { int status; jobject aObj = (*jenv)->NewObject (jenv, aDefinedClass, aDefinedCtor); jobject j = (*jenv)->CallObjectMethod (jenv, aObj, aDefinedObjGetMethod) status = getStatusValue(j); (*jenv)->DeleteLocalRef(jenv,aObj); (*jenv)->DeleteLocalRef(jenv,j); return status; } Thanks.

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  • How to implement escape Sequence in SDL

    - by Sa'me Smd
    Im trying to use the STL library inside the SDL. but it gives me the error "undeclared identifier" Is there any way i can use "\n"or even cout<<endl; Can the function SDL_WarpMousewhich places the mouse cursor on a desired location on screen help me with this. Because i want to put a tile on the next line sequence. I hope you get the Question. Its very vague and messed up question though (sorry for that). EDIT: void putMap(SDL_Surface* tile, SDL_Surface* screen) { for(int y = 0; y < 21; y++) { for(int x = 0; x < 60; x++) { if(maze[x][y] != '#') { apply_surface( x*10 , y*10 , tile, screen); } } cout<<endl; } } c:\documents and settings\administrator\my documents\visual studio 2008\projects\craptest\craptest\main.cpp(605) : error C2065: 'cout' : undeclared identifier c:\documents and settings\administrator\my documents\visual studio 2008\projects\craptest\craptest\main.cpp(605) : error C2065: 'endl' : undeclared identifier This is my apply_surface funtion. void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination ) { //Make a temporary rectangle to hold the offsets SDL_Rect offset; //Give the offsets to the rectangle offset.x = x; offset.y = y; //Blit the surface SDL_BlitSurface( source, NULL, destination, &offset ); }

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  • How do i change this method to get strings instead of ints

    - by David
    here is the original code: public static int getInt () { Scanner in = new Scanner (System.in) ; if (in.hasNextInt()) { int a = in.nextInt() ; return a ; } else { System.out.println ("try again:") ; return getInt () ; } } This checks and sees if the input it receives is an int. If it is then it returns the int, if not it tells you to try again and re-runs. This is what i tried to do to change it: public static String getIns () { Scanner in = new Scanner (System.in) ; if (in.hasNextString()) { String a = in.nextString() ; return a ; } else { System.out.println ("try again:") ; return getIns () ; } } This doesn't work though. I looked through the documentation for the scanner class and i think the problem is that there is no such method as in.hasNextString or in.nextString What methods from the scanner class can i use to do what i intend these to do?

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  • Draw a position from a 2d Array on respected canvas location

    - by Anon
    Background: I have two 2d arrays. Each index within each 2d array represents a tile which is drawn on a square canvas suitable for 8 x 8 tiles. The first 2d array represents the ground tiles and is looped and drawn on the canvas using the following code: //Draw the map from the land 2d array map = new Canvas(mainFrame, 20, 260, 281, 281); for(int i=0; i < world.length; i++){ for(int j=0; j < world[i].length; j++){ for(int x=0; x < 280; x=x+35){ for(int y=0; y < 280; y=y+35){ Point p = new Point(x,y); map.add(new RectangleObject(p,35,35,Colour.green)); } } } } This creates a grid of green tiles 8 x 8 across as intended. The second 2d array represents the position on the ground. This 2d array has everyone of its indexes as null apart from one which is comprised of a Person class. Problem I am unsure of how I can draw the position on the grid. I was thinking of a similar loop, so it draws over the previous 2d array another set of 64 tiles. Only this time they are all transparent but the one tile which isn't null. In other words, the tile where Person is located. I wanted to use a search throughout the loop using a comparative if statement along the lines of if(!(world[] == null)){ map.add(new RectangleObject(p,35,35,Colour.red));} However my knowledge is limited and I am confused on how to implement it.

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  • Project euler problem 45

    - by Peter
    Hi, I'm not yet a skilled programmer but I thought this was an interesting problem and I thought I'd give it a go. Triangle, pentagonal, and hexagonal numbers are generated by the following formulae: Triangle T_(n)=n(n+1)/2 1, 3, 6, 10, 15, ... Pentagonal P_(n)=n(3n-1)/2 1, 5, 12, 22, 35, ... Hexagonal H_(n)=n(2n-1) 1, 6, 15, 28, 45, ... It can be verified that T_(285) = P_(165) = H_(143) = 40755. Find the next triangle number that is also pentagonal and hexagonal. Is the task description. I know that Hexagonal numbers are a subset of triangle numbers which means that you only have to find a number where Hn=Pn. But I can't seem to get my code to work. I only know java language which is why I'm having trouble finding a solution on the net womewhere. Anyway hope someone can help. Here's my code public class NextNumber { public NextNumber() { next(); } public void next() { int n = 144; int i = 165; int p = i * (3 * i - 1) / 2; int h = n * (2 * n - 1); while(p!=h) { n++; h = n * (2 * n - 1); if (h == p) { System.out.println("the next triangular number is" + h); } else { while (h > p) { i++; p = i * (3 * i - 1) / 2; } if (h == p) { System.out.println("the next triangular number is" + h); break; } else if (p > h) { System.out.println("bummer"); } } } } } I realize it's probably a very slow and ineffecient code but that doesn't concern me much at this point I only care about finding the next number even if it would take my computer years :) . Peter

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  • while loop in c#

    - by Nave Tseva
    I have this code: using System; namespace _121119_zionAVGfilter { class Program { static void Main(string[] args) { int cnt = 0, zion, sum = 0; double avg; Console.Write("Enter first zion \n"); zion = int.Parse(Console.ReadLine()); while (zion != -1) { while (zion < -1 || zion > 100) { Console.Write("zion can be between 0 to 100 only! \nyou can rewrite the zion here, or Press -1 to see the avg\n"); zion = int.Parse(Console.ReadLine()); } cnt++; sum = sum + zion; Console.Write("Enter next zion, if you want to exit tap -1 \n"); zion = int.Parse(Console.ReadLine()); if (cnt != 0){} } if (cnt == 0) { Console.WriteLine("something doesn't make sence"); } else { avg = (double)sum / cnt; Console.Write("the AVG is {0}", avg); } Console.ReadLine(); } } } The problem here is that if in the beginning I enter a negative or bigger than hundred number, I will get this message: "zion can be between 0 to 100 only! \nyou can rewrite the zion here, or Press -1 to see the avg\n". If I then meenter -1, this what that shows up instead of the AVG: "Enter next zion, if you want to exit tap -1 \n." How can I solve this problem so when the number is negative or bigger than hundred and than tap -1 I will see the AVG an not another message?

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  • From where starts the process' memory space and where does it end?

    - by nhaa123
    Hi, I'm trying to dump memory from my application where the variables lye. Here's the function: void MyDump(const void *m, unsigned int n) { const unsigned char *p = reinterpret_cast<const unsigned char *(m); char buffer[16]; unsigned int mod = 0; for (unsigned int i = 0; i < n; ++i, ++mod) { if (mod % 16 == 0) { mod = 0; std::cout << " | "; for (unsigned short j = 0; j < 16; ++j) { switch (buffer[j]) { case 0xa: case 0xb: case 0xd: case 0xe: case 0xf: std::cout << " "; break; default: std::cout << buffer[j]; } } std::cout << "\n0x" << std::setfill('0') << std::setw(8) << std::hex << (long)i << " | "; } buffer[i % 16] = p[i]; std::cout << std::setw(2) << std::hex << static_cast<unsigned int(p[i]) << " "; if (i % 4 == 0 && i != 1) std::cout << " "; } } Now, how can I know from which address starts my process memory space, where all the variables are stored? And how do I now, how long the area is? For instance: MyDump(0x0000 /* <-- Starts from here? */, 0x1000 /* <-- This much? */); Best regards, nhaa123

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  • division with wrong result

    - by PeterK
    Hi, I am trying to divide integers but get 0 as result. I just do not understand what i am doing wrong. I am using only int's in this example but get the same result testing with float or double. The code i use is: int wrongAnswers = askedQuestions - playerResult; int percentCorrect = (playerResult / askedQuestions) * 100; int percentWrong = (wrongAnswers / askedQuestions) * 100; NSLog(@"askedQuestions: %i", askedQuestions); NSLog(@"playerResult: %i", playerResult); NSLog(@"wrongAnswers: %i", wrongAnswers); NSLog(@"percentCorrect: %i", percentCorrect); NSLog(@"percentWrong: %i", percentWrong); NSLog(@"calc: %i", (wrongAnswers + playerResult)); NSLog(@"wrong answers %: %i %%", ((wrongAnswers / askedQuestions) * 100)); The result i get is: 2011-01-09 16:45:53.411 XX[8296:207] askedQuestions: 5 2011-01-09 16:45:53.412 XX[8296:207] playerResult: 2 2011-01-09 16:45:53.412 XX[8296:207] wrongAnswers: 3 2011-01-09 16:45:53.413 XX[8296:207] percentCorrect: 0 % 2011-01-09 16:45:53.414 XX[8296:207] percentWrong: 0 % 2011-01-09 16:45:53.414 XX[8296:207] calc: 5 2011-01-09 16:45:53.415 XX[8296:207] wrong answers : 0 % I would very much appreciate help :-)

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  • Explain this C# code: byte* p = (byte*) (void*) Scan0;

    - by qulzam
    I found the code from the net in which i cant understand this line:- byte* p = (byte*)(void*)Scan0; There Scan0 is System.IntPtr. It is code of C#.Net. Plz Explain the above line. The complete code is given below. this is code to convert a image in grayscale. public static Image GrayScale(Bitmap b) { BitmapData bmData = b.LockBits(new Rectangle(0, 0, b.Width, b.Height), ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb); int stride = bmData.Stride; System.IntPtr Scan0 = bmData.Scan0; unsafe { byte* p = (byte*)(void*)Scan0; int nOffset = stride - b.Width * 3; byte red, green, blue; for (int y = 0; y < b.Height; ++y) { for (int x = 0; x < b.Width; ++x) { blue = p[0]; green = p[1]; red = p[2]; p[0] = p[1] = p[2] = (byte)(.299 * red + .587 * green + .114 * blue); p += 3; } p += nOffset; } } b.UnlockBits(bmData); return (Image)b; } I understand all the code but only have the problem on this line. byte* p = (byte*)(void*)Scan0;

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  • Problem with setjmp/longjmp

    - by user294732
    The code below is just not working. Can anybody point out why #define STACK_SIZE 1524 static void mt_allocate_stack(struct thread_struct *mythrd) { unsigned int sp = 0; void *stck; stck = (void *)malloc(STACK_SIZE); sp = (unsigned int)&((stck)); sp = sp + STACK_SIZE; while((sp % 8) != 0) sp--; #ifdef linux (mythrd->saved_state[0]).__jmpbuf[JB_BP] = (int)sp; (mythrd->saved_state[0]).__jmpbuf[JB_SP] = (int)sp-500; #endif } void mt_sched() { fprintf(stdout,"\n Inside the mt_sched"); fflush(stdout); if ( current_thread->state == NEW ) { if ( setjmp(current_thread->saved_state) == 0 ) { mt_allocate_stack(current_thread); fprintf(stdout,"\n Jumping to thread = %u",current_thread->thread_id); fflush(stdout); longjmp(current_thread->saved_state, 2); } else { new_fns(); } } } All I am trying to do is to run the new_fns() on a new stack. But is is showing segmentation fault at new_fns(). Can anybody point me out what's wrong.

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  • GDI+ Rotated sub-image

    - by Andrew Robinson
    I have a rather large (30MB) image that I would like to take a small "slice" out of. The slice needs to represent a rotated portion of the original image. The following works but the corners are empty and it appears that I am taking a rectangular area of the original image, then rotating that and drawing it on an unrotated surface resulting in the missing corners. What I want is a rotated selection on the original image that is then drawn on an unrotated surface. I know I can first rotate the original image to accomplish this but this seems inefficient given its size. Any suggestions? Thanks, public Image SubImage(Image image, int x, int y, int width, int height, float angle) { var bitmap = new Bitmap(width, height); using (Graphics graphics = Graphics.FromImage(bitmap)) { graphics.TranslateTransform(bitmap.Width / 2.0f, bitmap.Height / 2.0f); graphics.RotateTransform(angle); graphics.TranslateTransform(-bitmap.Width / 2.0f, -bitmap.Height / 2.0f); graphics.DrawImage(image, new Rectangle(0, 0, width, height), x, y, width, height, GraphicsUnit.Pixel); } return bitmap; }

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  • C: Proper syntax for allocating memory using pointers to pointers.

    - by ~kero-05h
    This is my first time posting here, hopefully I will not make a fool of myself. I am trying to use a function to allocate memory to a pointer, copy text to the buffer, and then change a character. I keep getting a segfault and have tried looking up the answer, my syntax is probably wrong, I could use some enlightenment. /* My objective is to pass a buffer to my Copy function, allocate room, and copy text to it. Then I want to modify the text and print it.*/ #include <stdio.h> #include <stdlib.h> #include <string.h> int Copy(char **Buffer, char *Text); int main() { char *Text = malloc(sizeof(char) * 100); char *Buffer; strncpy(Text, "1234567890\n", 100); Copy(&Buffer, Text); } int Copy(char **Buffer, char *Text) { int count; count = strlen(Text)+1; *Buffer = malloc(sizeof(char) * count); strncpy(*Buffer, Text, 5); *Buffer[2] = 'A'; /* This results in a segfault. "*Buffer[1] = 'A';" results in no differece in the output. */ printf("%s\n", *Buffer); }

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  • c# delegate and abstract class

    - by BeraCim
    Hi all: I currently have 2 concrete methods in 2 abstract classes. One class contains the current method, while the other contains the legacy method. E.g. // Class #1 public abstract class ClassCurrent<T> : BaseClass<T> where T : BaseNode, new() { public List<T> GetAllRootNodes(int i) { //some code } } // Class #2 public abstract class MyClassLegacy<T> : BaseClass<T> where T : BaseNode, new() { public List<T> GetAllLeafNodes(int j) { //some code } } I want the corresponding method to run in their relative scenarios in the app. I'm planning to write a delegate to handle this. The idea is that I can just call the delegate and write logic in it to handle which method to call depending on which class/project it is called from (at least thats what I think delegates are for and how they are used). However, I have some questions on that topic (after some googling): 1) Is it possible to have a delegate that knows the 2 (or more) methods that reside in different classes? 2) Is it possible to make a delegate that spawns off abstract classes (like from the above code)? (My guess is a no, since delegates create concrete implementation of the passed-in classes) 3) I tried to write a delegate for the above code. But I'm being technically challenged: public delegate List GetAllNodesDelegate(int k); GetAllNodesDelegate del = new GetAllNodesDelegate(ClassCurrent.GetAllRootNodes); I got the following error: An object reference is required for the non-static field, method, property ClassCurrent<BaseNode>.GetAllRootNodes(int) I might have misunderstood something... but if I have to manually declare a delegate at the calling class, AND to pass in the function manually as above, then I'm starting to question whether delegate is a good way to handle my problem. Thanks.

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  • Is private members hacking a defined behaviour ?

    - by ereOn
    Hi, Lets say I have the following class: class BritneySpears { public: int getValue() { return m_value; }; private: int m_value; }; Which is an external library (that I can't change). I obviously can't change the value of m_value, only read it. Even subclassing BritneySpears won't work. What if I define the following class: class AshtonKutcher { public: int getValue() { return m_value; }; public: int m_value; }; And then do: BritneySpears b; // Here comes the ugly hack AshtonKutcher* a = reinterpret_cast<AshtonKutcher*>(&b); a->m_value = 17; // Print out the value std::cout << b.getValue() << std::endl; I know this is a bad practice. But just for curiosity: is this guaranted to work ? Is it a defined behaviour ? Bonus question: Have you ever had to use such an ugly hack ? Thanks !

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  • Why do bind1st and bind2nd require constant function objects?

    - by rlbond
    So, I was writing a C++ program which would allow me to take control of the entire world. I was all done writing the final translation unit, but I got an error: error C3848: expression having type 'const `anonymous-namespace'::ElementAccumulator<T,BinaryFunction>' would lose some const-volatile qualifiers in order to call 'void `anonymous-namespace'::ElementAccumulator<T,BinaryFunction>::operator ()(const point::Point &,const int &)' with [ T=SideCounter, BinaryFunction=std::plus<int> ] c:\program files (x86)\microsoft visual studio 9.0\vc\include\functional(324) : while compiling class template member function 'void std::binder2nd<_Fn2>::operator ()(point::Point &) const' with [ _Fn2=`anonymous-namespace'::ElementAccumulator<SideCounter,std::plus<int>> ] c:\users\****\documents\visual studio 2008\projects\TAKE_OVER_THE_WORLD\grid_divider.cpp(361) : see reference to class template instantiation 'std::binder2nd<_Fn2>' being compiled with [ _Fn2=`anonymous-namespace'::ElementAccumulator<SideCounter,std::plus<int>> ] I looked in the specifications of binder2nd and there it was: it took a const AdaptibleBinaryFunction. So, not a big deal, I thought. I just used boost::bind instead, right? Wrong! Now my take-over-the-world program takes too long to compile (bind is used inside a template which is instantiated quite a lot)! At this rate, my nemesis is going to take over the world first! I can't let that happen -- he uses Java! So can someone tell me why this design decision was made? It seems like an odd decision. I guess I'll have to make some of the elements of my class mutable for now...

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  • non static method cannot be referenced from a static context.

    - by David
    First some code: import java.util.*; ... class TicTacToe { ... public static void main (String[]arg) { Random Random = new Random() ; toerunner () ; // this leads to a path of methods that eventualy gets us to the rest of the code } ... public void CompTurn (int type, boolean debug) { ... boolean done = true ; int a = 0 ; while (!done) { a = Random.nextInt(10) ; if (debug) { int i = 0 ; while (i<20) { System.out.print (a+", ") ; i++; }} if (possibles[a]==1) done = true ; } this.board[a] = 2 ; } ... } //to close the class Here is the error message: TicTacToe.java:85: non-static method nextInt(int) cannot be referenced from a static context a = Random.nextInt(10) ; ^ What exactly went wrong? What does that error message "non static method cannot be referenced from a static context" mean?

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