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  • How to solve linker error in matrix multiplication in c using lapack library?

    - by Malar
    I did Matrix multiplication using lapack library, I am getting an error like below. Can any one help me? "error LNK2019: unresolved external symbol "void __cdecl dgemm(char,char,int *,int *,int *,double *,double *,int *,double *,int *,double *,double *,int *)" (?dgemm@@YAXDDPAH00PAN1010110@Z) referenced in function _main" 1..\bin\matrixMultiplicationUsingLapack.exe : fatal error LNK1120: 1 unresolved externals I post my code below # define matARowSize 2 // -- Matrix 1 number of rows # define matAColSize 2 // -- Matrix 1 number of cols # define matBRowSize 2 // -- Matrix 2 number of rows # define matBColSize 2 // -- Matrix 2 number of cols using namespace std; void dgemm(char, char, int *, int *, int *, double *, double *, int *, double *, int *, double *, double *, int *); int main() { double iMatrixA[matARowSize*matAColSize]; // -- Input matrix 1 {m x n} double iMatrixB[matBRowSize*matBColSize]; // -- Input matrix 2 {n x k} double iMatrixC[matARowSize*matBColSize]; // -- Output matrix {m x n * n x k = m x k} double alpha = 1.0f; double beta = 0.0f; int n = 2; iMatrixA[0] = 1; iMatrixA[1] = 1; iMatrixA[2] = 1; iMatrixA[3] = 1; iMatrixB[0] = 1; iMatrixB[1] = 1; iMatrixB[2] = 1; iMatrixB[3] = 1; //dgemm('N','N',&n,&n,&n,&alpha,iMatrixA,&n,iMatrixB,&n,&beta,iMatrixC,&n); dgemm('N','N',&n,&n,&n,&alpha,iMatrixA,&n,iMatrixB,&n,&beta,iMatrixC,&n); std::cin.get(); return 0; }

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  • How to write a simple Lexer/Parser with antlr 2.7?

    - by Burkhard
    Hello, I have a complex grammar (in antlr 2.7) which I need to extend. Having never used antlr before, I wanted to write a very simple Lexer and Parser first. I found a very good explanation for antlr3 and tried to adapt it: header{ #include <iostream> using namespace std; } options { language="Cpp"; } class P2 extends Parser; /* This will be the entry point of our parser. */ eval : additionExp ; /* Addition and subtraction have the lowest precedence. */ additionExp : multiplyExp ( "+" multiplyExp | "-" multiplyExp )* ; /* Multiplication and addition have a higher precedence. */ multiplyExp : atomExp ( "*" atomExp | "/" atomExp )* ; /* An expression atom is the smallest part of an expression: a number. Or when we encounter parenthesis, we're making a recursive call back to the rule 'additionExp'. As you can see, an 'atomExp' has the highest precedence. */ atomExp : Number | "(" additionExp ")" ; /* A number: can be an integer value, or a decimal value */ number : ("0".."9")+ ("." ("0".."9")+)? ; /* We're going to ignore all white space characters */ protected ws : (" " | "\t" | "\r" | "\n") { newline(); } ; It does generate four files without errors: P2.cpp, P2.hpp, P2TokenTypes.hpp and P2TokenTypes.txt. But now what? How do I create a working programm with that? I tried to add these files to a VS2005-WinConsole-Project but it does not compile: p2.cpp(277) : fatal error C1010: unexpected end of file while looking for precompiled header. Did you forget to add '#include "stdafx.h"' to your source?

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  • FileSystemWatcher surpassing Active Directory restrictions

    - by DevexPP
    While experimenting with FileSystemWatcher, I've found out that it somehow surpasses Active Directory's restrictions to files and folders, and will raise change events with information about what has changed in files and folders that you don't even have access to. I have two questions about that: 1) Why does this happen ? 2) Is this a problem in the AD configuration ? how do I fix it ? 3) Is there any way to gather these files, or even create a FileSystemInfo of them to get more info about the files (not only the changes made on them) ? As far as I've tried, only the FileSystemWatcher immune to the restrictions, I can't run any other thing over it, here's a list of what I've tried: File.Exists Directory.Exists FileInfo instance on found files DirectoryInfo instance on found files File.Copy File.Delete

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  • How to setup Expression Blend 3 add-in window at certain position ?

    - by j23tom..pl
    For example in Sketchflow add-in there is ApplicationFlowPane (derrived from PrototypingPane) which registers itself using IWindowService like this: service.RegisterPalette(this.PaletteRegistryName, this, this.Caption, this.KeyBinding); But i can't see where it is defined that it is docked on bottom pane. Before someone replies that it's at: %AppData%\Microsoft\Expression\Blend3\Workspaces No it's not there because those files do not exists at first run. The question is how can i put my window at certain position with Expression Blend 3 plug-in api ? update 1: It seems that to achive what i want i have to change design.xaml (where workspaces are defined) which is loaded from satellite assembly Microsoft.Expression.Blend.resources.dll (method load in class FrameworkPackage in Microsoft.Expression.Blend.dll). But since this dll is strongly named i can't change it. So now the question is. Is there any other way I can change Design Workspace at runtime ?

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  • Device Emulator not recognized in windows when I press cradle

    - by JasperT
    Hi Experts, Who can help me with this: I am working on Win7 x64, with VS.net 2008. I am developping for pocketpc. When my application is deployed to the device emulator it can't connect to my computer / db server. Both de emulator as well the mobile device center are configured to use DMA. When I cradle the device using device manager, nothing happens. What can I try? Greets, Jasper

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  • Merging all changesets associated with a WorkItem in Team Foundation Server

    - by Rowland Shaw
    We're trailing the use of the built in bug tracking, and have written some integration into our helpdesk software that allows for escalation via workitems. One thing I haven't found out how to do, is to merge all changes associated with a work item (say to go from dev branch to main) - I appreciate you can double click on a changeset in the merge dialog to view if it is associated with a workitem, and also that I can select individual changesets, and groups of adjacent changesets; but there doesn't appear to be any way to merge changes by workitem?

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  • Unable to debug ASP.NET Applicatation using VS 2008 on IIS 7 running on Windows 7 x64

    - by rsteckly
    Hi, I've been trying to debug an existing asp.net web application that requires me to debug against an IIS website. I've installed the app and can navigate to it on localhost. However, when I start VS 2008 as an Administrator and try to debug it, I get a message "Unable to start debugging on the web server. The IIS worker process for the launched URL is not currently running." I've looked through some of the help file contents and can't seem to figure out what is going on. Clearly, the IIS worker process IS running, since I can navigate to the site locally without VS open. My boss has suggested that it might be because my OS is 64 bit. Any ideas?

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  • problem using enum in another cpp file

    - by Faisal Arshad
    Hi i a have created a global.h file in which i define enum Token I get the garbage value of token if i use the value of Token other than glabal.cpp file i have also include the "global.h" file in other file where i am using the Token value how can i correct this problem.

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  • Trace the function implemented by DeviceioControl

    - by ame
    I am working with a WinCE device which has a radio manager driver written for it in MFC. In the code for the Radio GUI, I can see the function Deviceiocontrol with a specific IOCTL being called. However, I'm unable to trace the particular piece of code called by this function. Can someone tell me how Deviceiocontrol works?

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  • Use of unassigned local variable 'xxx'

    - by Tomislav
    I'm writing a database importer from our competitors to ours database:) I have a code generator which create Methods form import to our database like public void Test_Import_Customer_1() // variables string conn; string sqlSelect; string sqlInsert; int extID; string name; string name2; DateTime date_inserted; sqlSelect="select id,name,date_inserted from table_competitors_1"; oledbreader reader = new GetOledbRader(sqlString,conn); while (reader.read()) { name=left((string)myreader["name"],50); //limitation of my field date_inserted=myreader["date_inserted"]; sqlInsert=string.Format("insert into table(name,name2,date_inserted)values '{0}', '{1}', {2})",name,name2,date_inserted); //here is the problem name2 "Use of unassigned local variable" ExecuteSQL(sqlInsert) } As different companies database has different fields i can not set value to each variable and there is a big number of tables to go one variable to next. like sqlSelect_Company_1 = "select name,date_inserted from table_1"; sqlSelect_Company_2 = "select name,name2 from table_2"; is there a way to override the typing of each variable one by one with default values?

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  • Convert any Form Video into RGB24 Media

    - by BALA
    how to convert YUY2,YUV, RGB565 and More Video subtype into RGB24 Subtype Video in DirectShow + VC++ can u understand my question? I have a Upstream filter its output is in YUY2 Format but i need to convert it into RGB24 Format. Is there any inbuilt Filters in DirectShow or we have to convert it through my code. i have already added ColorSpaceConverter But it is not Connecting with Smart Tee Input Pin.

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  • Unmanaged Struct Instance in Managed Class

    - by HeHasMoments
    Hi, I've got a fairly specific problem i've been struggling with for a couple of days. I'm using a native C++, one of the methods takes a ptr to a struct containing fixed size char arrays. e.g. struct userData { char data1[10]; char data2[10]; }; method: short AddItem(long id, userData* data); I'm trying to call to call this from Managed VC++ but I need to have an instance of userData I can keep hold of in my managed class. Can anyone help with how to achieve this? Thanks

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  • parsing xml attribute value

    - by vbNewbie
    I have been parsing xml content using the xmlreader and cannot use the xml document but so far it works getting all elementcontent except for the attribute contents. I need to parse the link below found in the following entry; <title>XXXX UUUUUU posted a</title> <category term="NotePosted" label="Note Posted"/> <link rel="alternate" type="html" href="http://www.dfsddsfdsf.com/profile.php?id=sdfdfsfdsdfddfsfd&amp;v=wall&amp;story_dbid=dssdfasdfdasfdsafafafa"/> <source>......... <source> I need the href tag in the link attribute but it keeps coming back null. While ureader.Read If ureader.HasAttributes Then fId = ureader.GetAttribute("href") If fId.Contains("?v=wall&amp") Then fIdList.Add(fId) Exit While End If If String.IsNullOrEmpty(fId) Then fId = "NOTHING" End If End If End While

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  • Recommended Offline Form Format

    - by Blithe
    Hi, I would like to ask for a recommendation on offline form format which user can bring around. Once done, they will upload the file to the server and data will be extracted from there. We are currently looking at Word and Excel 2003 since all users have it on their machine but it seems that using interops on server is something to avoid. Suggestions?

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  • Run-Time Check Failure #2 - Stack around the variable 'indices' was corrupted.

    - by numerical25
    well I think I know what the problem is. I am just having a hard time debugging it. I am working with the directx api and I am trying to generate a plane along the x and z axis according to a book I have. The problem is when I am creating my indices. I think I am setting values out of the bounds of the indices array. I am just having a hard time figuring out what I did wrong. I am unfamiliar with the this method of generating a plane. so its a little difficult for me. below is my code. Take emphasis on the indices loop. #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = 0.0f; vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • Application settings methods? c++

    - by flyout
    I am thinking about adding configurable settings to an application, and I think the easiest ways are an external file or win registry (its a win only app). Which way would be better? I was wondering, an user with not enough permissions may not be able to create/write the config file. And in the case of the registry, would todays antivirus allow me to add/edit/remove keys? Or they only monitor certain keys? Also, if someone knows a class/lib to manage config settings (in pure win32) in vc++ please post it.

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  • The program fails to display `cout` when it is run

    - by Jeff - FL
    Hello, I justed started a C++ course & I wrote, compiled, debugged & ran my first program: // This program calculates how much a little league team spent last year to purchase new baseballs. #include <iostream> using namespace std; int baseballs; int cost; int total; int main() { baseballs, cost, total; // Get the number of baseballs were purchased. cout << "How many baseballs were purchased? "; cin >> baseballs; // Get the cost of baseballs purchased. cout << "What was the cost of each baseball purchased? "; cin >> cost; // Calculate the total. total = baseballs * cost; // Display the total. cout << "The total amount spent $" << total << endl; return 0; } The only probelm that I encountered was that when I ran the program it failed to display the total amount spent (cout). Could someone please explain why? Thanks Jeff H - Sarasota, FL

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  • VS 2008 Code Snippet Indentation

    - by Daniel
    In VS 2008, there are XML code snippets that seem to be pretty awesome :) However, it seems that the snippets we created do not indent properly. For example if we have the following code: { ... { ... { InsertSnippet here. We get something like: { ... { ... { FirstLineofSnippet SecondLineOfSnippet ThirdLineOfSnippet Is there any way to make it so that all lines keep the same indentation?

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  • On Memory Allocation and C++

    - by Arpan
    And I quote from MSDN http://msdn.microsoft.com/en-us/library/aa366533(VS.85).aspx: The malloc function has the disadvantage of being run-time dependent. The new operator has the disadvantage of being compiler dependent and language dependent. Now the questions folks: a) What do we mean that malloc is run-time dependent? What kind of dynamic memory allocation functions can be independent of run-time? This statement sounds real strange. b) new is language dependent? Of course it should be right? Are HeapAlloc, LocalAlloc etc language independent? c) From a pure performance perspective are the MSVC provided routines preferable? Arpan

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