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  • How to obtain a random sub-datatable from another data table

    - by developerit
    Introduction In this article, I’ll show how to get a random subset of data from a DataTable. This is useful when you already have queries that are filtered correctly but returns all the rows. Analysis I came across this situation when I wanted to display a random tag cloud. I already had the query to get the keywords ordered by number of clicks and I wanted to created a tag cloud. Tags that are the most popular should have more chance to get picked and should be displayed larger than less popular ones. Implementation In this code snippet, there is everything you need. ' Min size, in pixel for the tag Private Const MIN_FONT_SIZE As Integer = 9 ' Max size, in pixel for the tag Private Const MAX_FONT_SIZE As Integer = 14 ' Basic function that retreives Tags from a DataBase Public Shared Function GetTags() As MediasTagsDataTable ' Simple call to the TableAdapter, to get the Tags ordered by number of clicks Dim dt As MediasTagsDataTable = taMediasTags.GetDataValide ' If the query returned no result, return an empty DataTable If dt Is Nothing OrElse dt.Rows.Count < 1 Then Return New MediasTagsDataTable End If ' Set the font-size of the group of data ' We are dividing our results into sub set, according to their number of clicks ' Example: 10 results -> [0,2] will get font size 9, [3,5] will get font size 10, [6,8] wil get 11, ... ' This is the number of elements in one group Dim groupLenth As Integer = CType(Math.Floor(dt.Rows.Count / (MAX_FONT_SIZE - MIN_FONT_SIZE)), Integer) ' Counter of elements in the same group Dim counter As Integer = 0 ' Counter of groups Dim groupCounter As Integer = 0 ' Loop througt the list For Each row As MediasTagsRow In dt ' Set the font-size in a custom column row.c_FontSize = MIN_FONT_SIZE + groupCounter ' Increment the counter counter += 1 ' If the group counter is less than the counter If groupLenth <= counter Then ' Start a new group counter = 0 groupCounter += 1 End If Next ' Return the new DataTable with font-size Return dt End Function ' Function that generate the random sub set Public Shared Function GetRandomSampleTags(ByVal KeyCount As Integer) As MediasTagsDataTable ' Get the data Dim dt As MediasTagsDataTable = GetTags() ' Create a new DataTable that will contains the random set Dim rep As MediasTagsDataTable = New MediasTagsDataTable ' Count the number of row in the new DataTable Dim count As Integer = 0 ' Random number generator Dim rand As New Random() While count < KeyCount Randomize() ' Pick a random row Dim r As Integer = rand.Next(0, dt.Rows.Count - 1) Dim tmpRow As MediasTagsRow = dt(r) ' Import it into the new DataTable rep.ImportRow(tmpRow) ' Remove it from the old one, to be sure not to pick it again dt.Rows.RemoveAt(r) ' Increment the counter count += 1 End While ' Return the new sub set Return rep End Function Pro’s This method is good because it doesn’t require much work to get it work fast. It is a good concept when you are working with small tables, let says less than 100 records. Con’s If you have more than 100 records, out of memory exception may occur since we are coping and duplicating rows. I would consider using a stored procedure instead.

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  • Why Doesn’t Partition Elimination Work?

    - by Paul White
    Given a partitioned table and a simple SELECT query that compares the partitioning column to a single literal value, why does SQL Server read all the partitions when it seems obvious that only one partition needs to be examined? Sample Data The following script creates a table, partitioned on the char(3) column ‘Div’, and populates it with 100,000 rows of data: USE Sandpit; GO CREATE PARTITION FUNCTION PF ( char (3)) AS RANGE RIGHT FOR VALUES ( '1' , '2' , '3' , '4' , '5' , '6' , '7' , '8' , '9'...(read more)

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  • Make Windows Position Your Dual Monitors Correctly

    - by Mysticgeek
    If you have a dual monitor setup and each monitor is a different size or height, it can be annoying trying to move the mouse pointer between them. Here is a quick tip that will help make the process easier. Align Monitors In our example, we’re using Windows 7, but the process is essentially the same in all versions, but getting to Display Settings is different. In Windows 7 open the Start menu and type display settings into the search box and hit Enter. In Vista right-click the desktop and click Personalize. Then from the Personalize appearance and sounds menu click on Display Settings. In XP right-click on the desktop and select Properties then in Display Properties click the Settings tab. Now here is where you can change the appearance of your monitors. In this example we have a larger 22” LCD and a smaller 19” and it can be annoying getting the mouse pointer from one to another depending where you are on each monitor. So what you want to do is simply move each display around to a particular height so it’s easier to get the pointer over. For example with this setting we know we’ll have no problem moving the pointer to the other screen at the top of each display.   Of course here you can flip your monitors around, change the display resolution, orientation, etc. If you have dual monitors where one might be larger or set up higher than the other, then this is a great way to get them finely tuned. You will have to play around with the settings a bit to settle on what works best for you. Similar Articles Productive Geek Tips GeekNewb: Get to Know These Windows 7 HotkeysDual Monitors: Use a Different Wallpaper on Each DesktopSet Windows as Default OS when Dual Booting UbuntuEasily Set Default OS in a Windows 7 / Vista and XP Dual-boot SetupSet XP as the Default OS in a Windows Vista Dual-Boot Setup TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Download Wallpapers From National Geographic Site Spyware Blaster v4.3 Yes, it’s Patch Tuesday Generate Stunning Tag Clouds With Tagxedo Install, Remove and HIDE Fonts in Windows 7 Need Help with Your Home Network?

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  • Krita Gemini, 2 fois plus agréable sur un 2 en 1, par Tim Duncan

    Bonjour,Je vous présente cet article intitulé : "Krita Gemini, 2 fois plus agréable sur un 2 en 1" Au fil des années, les ordinateurs ont utilisé une variété de méthodes d'entrée à partir des cartes perforées en passant par des lignes de commande jusqu'à pointer-et-cliquer avec une souris ou d'autres périphériques. Avec l'adoption des écrans tactiles, nous pouvons maintenant pointer-et-cliquer avec une souris, un stylet ou avec les doigts. La plupart d'entre nous ne sommes pas encore...

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  • Non-Unicode strings in VB.NET? (7 replies)

    I've been reading the MSDN documentation on the System.Char and System.String types and they mention Unicode throughout without even mentioning non Unicode versions. How do I get a gool 'ol one byte char and non Unicode string in .NET? Thanks, Alain

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  • Non-Unicode strings in VB.NET? (7 replies)

    I've been reading the MSDN documentation on the System.Char and System.String types and they mention Unicode throughout without even mentioning non Unicode versions. How do I get a gool 'ol one byte char and non Unicode string in .NET? Thanks, Alain

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  • Low coupling and tight cohesion

    - by hidayat
    Of course it depends on the situation. But when a lower lever object or system communicate with an higher level system, should callbacks or events be preferred to keeping a pointer to higher level object? For example, we have a world class that has a member variable vector<monster> monsters. When the monster class is going to communicate with the world class, should I prefer using a callback function then or should I have a pointer to the world class inside the monster class?

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  • GLM Velocity Vectors - Basic Maths to Simulate Steering

    - by Reanimation
    UPDATE - Code updated below but still need help adjusting my math. I have a cube rendered on the screen which represents a car (or similar). Using Projection/Model matrices and Glm I am able to move it back and fourth along the axes and rotate it left or right. I'm having trouble with the vector mathematics to make the cube move forwards no matter which direction it's current orientation is. (ie. if I would like, if it's rotated right 30degrees, when it's move forwards, it travels along the 30degree angle on a new axes). I hope I've explained that correctly. This is what I've managed to do so far in terms of using glm to move the cube: glm::vec3 vel; //velocity vector void renderMovingCube(){ glUseProgram(movingCubeShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(movingCubeShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin, camLookingAt, camNormalXYZ); vel.x = cos(rotX); vel.y=sin(rotX); vel*=moveCube; //move cube ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos*vel); //bring ground and cube to bottom of screen ModelViewMatrix = glm::translate(ModelViewMatrix, glm::vec3(0,-48,0)); ModelViewMatrix = glm::rotate(ModelViewMatrix, rotX, glm::vec3(0,1,0)); //manually turn glUniformMatrix4fv(glGetUniformLocation(movingCubeShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader movingCube.render(); //draw glUseProgram(0); } keyboard input: void keyboard() { char BACKWARD = keys['S']; char FORWARD = keys['W']; char ROT_LEFT = keys['A']; char ROT_RIGHT = keys['D']; if (FORWARD) //W - move forwards { globalPos += vel; //globalPos.z -= moveCube; BACKWARD = false; } if (BACKWARD)//S - move backwards { globalPos.z += moveCube; FORWARD = false; } if (ROT_LEFT)//A - turn left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT)//D - turn right { rotX -=0.01f; ROT_RIGHT = false; } Where am I going wrong with my vectors? I would like change the direction of the cube (which it does) but then move forwards in that direction.

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  • IrrKlang with Ogre

    - by Vinnie
    I'm trying to set up sound in my Ogre3D project. I have installed irrKlang 1.4.0 and added it's include and lib directories to my projects VC++ Include and Library directories, but I'm still getting a Linker error when I attempt to build. Any suggestions? (Error 4007 error LNK2019: unresolved external symbol "__declspec(dllimport) class irrklang::ISoundEngine * __cdecl irrklang::createIrrKlangDevice(enum irrklang::E_SOUND_OUTPUT_DRIVER,int,char const *,char const *)" (_imp?createIrrKlangDevice@irrklang@@YAPAVISoundEngine@1@W4E_SOUND_OUTPUT_DRIVER@1@HPBD1@Z) referenced in function "public: __thiscall SoundManager::SoundManager(void)" (??0SoundManager@@QAE@XZ)

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  • What does this piece of code in C++ mean? [closed]

    - by user1838418
    const double pi = 3.141592653589793; const angle rightangle = pi/2; inline angle deg2rad(angle degree) { return degree * rightangle / 90.; } angle function1() { return rightangle * ( ((double) rand()) / ((double) RAND_MAX) - .5 ); } bool setmargin(angle theta, angle phi, angle margin) { return (theta > phi-margin && theta < phi+margin); } Please help me. I'm new to C++

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  • GLSL compiler messages from different vendors [on hold]

    - by revers
    I'm writing a GLSL shader editor and I want to parse GLSL compiler messages to make hyperlinks to invalid lines in a shader code. I know that these messages are vendor specific but currently I have access only to AMD's video cards. I want to handle at least NVidia's and Intel's hardware, apart from AMD's. If you have video card from different vendor than AMD, could you please give me the output of following C++ program: #include <GL/glew.h> #include <GL/freeglut.h> #include <iostream> using namespace std; #define STRINGIFY(X) #X static const char* fs = STRINGIFY( out vec4 out_Color; mat4 m; void main() { vec3 v3 = vec3(1.0); vec2 v2 = v3; out_Color = vec4(5.0 * v2.x, 1.0); vec3 k = 3.0; float = 5; } ); static const char* vs = STRINGIFY( in vec3 in_Position; void main() { vec3 v(5); gl_Position = vec4(in_Position, 1.0); } ); void printShaderInfoLog(GLint shader) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetShaderInfoLog(shader, infoLogLen, &charsWritten, infoLog); cout << "Log:\n" << infoLog << endl; delete [] infoLog; } } void printProgramInfoLog(GLint program) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetProgramInfoLog(program, infoLogLen, &charsWritten, infoLog); cout << "Program log:\n" << infoLog << endl; delete [] infoLog; } } void initShaders() { GLuint v = glCreateShader(GL_VERTEX_SHADER); GLuint f = glCreateShader(GL_FRAGMENT_SHADER); GLint vlen = strlen(vs); GLint flen = strlen(fs); glShaderSource(v, 1, &vs, &vlen); glShaderSource(f, 1, &fs, &flen); GLint compiled; glCompileShader(v); bool succ = true; glGetShaderiv(v, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Vertex shader not compiled." << endl; succ = false; } printShaderInfoLog(v); glCompileShader(f); glGetShaderiv(f, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Fragment shader not compiled." << endl; succ = false; } printShaderInfoLog(f); GLuint p = glCreateProgram(); glAttachShader(p, v); glAttachShader(p, f); glLinkProgram(p); glUseProgram(p); printProgramInfoLog(p); if (!succ) { exit(-1); } delete [] vs; delete [] fs; } int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowSize(600, 600); glutCreateWindow("Triangle Test"); glewInit(); GLenum err = glewInit(); if (GLEW_OK != err) { cout << "glewInit failed, aborting." << endl; exit(1); } cout << "Using GLEW " << glewGetString(GLEW_VERSION) << endl; const GLubyte* renderer = glGetString(GL_RENDERER); const GLubyte* vendor = glGetString(GL_VENDOR); const GLubyte* version = glGetString(GL_VERSION); const GLubyte* glslVersion = glGetString(GL_SHADING_LANGUAGE_VERSION); GLint major, minor; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); cout << "GL Vendor : " << vendor << endl; cout << "GL Renderer : " << renderer << endl; cout << "GL Version : " << version << endl; cout << "GL Version : " << major << "." << minor << endl; cout << "GLSL Version : " << glslVersion << endl; initShaders(); return 0; } On my video card it gives: Status: Using GLEW 1.7.0 GL Vendor : ATI Technologies Inc. GL Renderer : ATI Radeon HD 4250 GL Version : 3.3.11631 Compatibility Profile Context GL Version : 3.3 GLSL Version : 3.30 Vertex shader not compiled. Log: Vertex shader failed to compile with the following errors: ERROR: 0:1: error(#132) Syntax error: '5' parse error ERROR: error(#273) 1 compilation errors. No code generated Fragment shader not compiled. Log: Fragment shader failed to compile with the following errors: WARNING: 0:1: warning(#402) Implicit truncation of vector from size 3 to size 2. ERROR: 0:1: error(#174) Not enough data provided for construction constructor WARNING: 0:1: warning(#402) Implicit truncation of vector from size 1 to size 3. ERROR: 0:1: error(#132) Syntax error: '=' parse error ERROR: error(#273) 2 compilation errors. No code generated Program log: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. Or if you like, you could give me other compiler messages than proposed by me. To summarize, the question is: What are GLSL compiler messages formats (INFOs, WARNINGs, ERRORs) for different vendors? Please give me examples or pattern explanation. EDIT: Ok, it seems that this question is too broad, then shortly: How does NVidia's and Intel's GLSL compilers present ERROR and WARNING messages? AMD/ATI uses patterns like this: ERROR: <position>:<line_number>: <message> WARNING: <position>:<line_number>: <message> (examples are above).

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  • Why is Double.Parse so slow?

    - by alexhildyard
    I was recently investigating a bottleneck in one of my applications, which read a CSV file from disk using a TextReader a line at a time, split the tokens, called Double.Parse on each one, then shunted the results into an object list. I was surprised to find it was actually the Double.Parse which seemed to be taking up most of the time.Googling turned up this, which is a little unfocused in places but throws out some excellent ideas:It makes more sense to work with binary format directly, rather than coerce strings into doublesThere is a significant performance improvement in composing doubles directly from the byte stream via long intermediariesString.Split is inefficient on fixed length recordsIn fact it turned out that my problem was more insidious and also more mundane -- a simple case of bad data in, bad data out. Since I had been serialising my Doubles as strings, when I inadvertently divided by zero and produced a "NaN", this of course was serialised as well without error. And because I was reading in using Double.Parse, these "NaN" fields were also (correctly) populating real Double objects without error. The issue is that Double.Parse("NaN") is incredibly slow. In fact, it is of the order of 2000x slower than parsing a valid double. For example, the code below gave me results of 357ms to parse 1000 NaNs, versus 15ms to parse 100,000 valid doubles.            const int invalid_iterations = 1000;            const int valid_iterations = invalid_iterations * 100;            const string invalid_string = "NaN";            const string valid_string = "3.14159265";            DateTime start = DateTime.Now;                        for (int i = 0; i < invalid_iterations; i++)            {                double invalid_double = Double.Parse(invalid_string);            }            Console.WriteLine(String.Format("{0} iterations of invalid double, time taken (ms): {1}",                invalid_iterations,                ((TimeSpan)DateTime.Now.Subtract(start)).Milliseconds            ));            start = DateTime.Now;            for (int i = 0; i < valid_iterations; i++)            {                double valid_double = Double.Parse(valid_string);            }            Console.WriteLine(String.Format("{0} iterations of valid double, time taken (ms): {1}",                valid_iterations,                ((TimeSpan)DateTime.Now.Subtract(start)).Milliseconds            )); I think the moral is to look at the context -- specifically the data -- as well as the code itself. Once I had corrected my data, the performance of Double.Parse was perfectly acceptable, and while clearly it could have been improved, it was now sufficient to my needs.

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  • C++11 Tidbits: Decltype (Part 2, trailing return type)

    - by Paolo Carlini
    Following on from last tidbit showing how the decltype operator essentially queries the type of an expression, the second part of this overview discusses how decltype can be syntactically combined with auto (itself the subject of the March 2010 tidbit). This combination can be used to specify trailing return types, also known informally as "late specified return types". Leaving aside the technical jargon, a simple example from section 8.3.5 of the C++11 standard usefully introduces this month's topic. Let's consider a template function like: template <class T, class U> ??? foo(T t, U u) { return t + u; } The question is: what should replace the question marks? The problem is that we are dealing with a template, thus we don't know at the outset the types of T and U. Even if they were restricted to be arithmetic builtin types, non-trivial rules in C++ relate the type of the sum to the types of T and U. In the past - in the GNU C++ runtime library too - programmers used to address these situations by way of rather ugly tricks involving __typeof__ which now, with decltype, could be rewritten as: template <class T, class U> decltype((*(T*)0) + (*(U*)0)) foo(T t, U u) { return t + u; } Of course the latter is guaranteed to work only for builtin arithmetic types, eg, '0' must make sense. In short: it's a hack. On the other hand, in C++11 you can use auto: template <class T, class U> auto foo(T t, U u) -> decltype(t + u) { return t + u; } This is much better. It's generic and a construct fully supported by the language. Finally, let's see a real-life example directly taken from the C++11 runtime library as implemented in GCC: template<typename _IteratorL, typename _IteratorR> inline auto operator-(const reverse_iterator<_IteratorL>& __x, const reverse_iterator<_IteratorR>& __y) -> decltype(__y.base() - __x.base()) { return __y.base() - __x.base(); } By now it should appear be completely straightforward. The availability of trailing return types in C++11 allowed fixing a real bug in the C++98 implementation of this operator (and many similar ones). In GCC, C++98 mode, this operator is: template<typename _IteratorL, typename _IteratorR> inline typename reverse_iterator<_IteratorL>::difference_type operator-(const reverse_iterator<_IteratorL>& __x, const reverse_iterator<_IteratorR>& __y) { return __y.base() - __x.base(); } This was guaranteed to work well with heterogeneous reverse_iterator types only if difference_type was the same for both types.

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  • Image loaded from TGA texture isn't displayed correctly

    - by Ramy Al Zuhouri
    I have a TGA texture containing this image: The texture is 256x256. So I'm trying to load it and map it to a cube: #import <OpenGL/OpenGL.h> #import <GLUT/GLUT.h> #import <stdlib.h> #import <stdio.h> #import <assert.h> GLuint width=640, height=480; GLuint texture; const char* const filename= "/Users/ramy/Documents/C/OpenGL/Test/Test/texture.tga"; void init() { // Initialization glEnable(GL_DEPTH_TEST); glViewport(-500, -500, 1000, 1000); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45, width/(float)height, 1, 1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0, 0, -100, 0, 0, 0, 0, 1, 0); // Texture char bitmap[256][256][3]; FILE* fp=fopen(filename, "r"); assert(fp); assert(fread(bitmap, 3*sizeof(char), 256*256, fp) == 256*256); fclose(fp); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmap); } void display() { glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture); glColor3ub(255, 255, 255); glBegin(GL_QUADS); glVertex3f(0, 0, 0); glTexCoord2f(0.0, 0.0); glVertex3f(40, 0, 0); glTexCoord2f(0.0, 1.0); glVertex3f(40, 40, 0); glTexCoord2f(1.0, 1.0); glVertex3f(0, 40, 0); glTexCoord2f(1.0, 0.0); glEnd(); glDisable(GL_TEXTURE_2D); glutSwapBuffers(); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowPosition(100, 100); glutInitWindowSize(width, height); glutCreateWindow(argv[0]); glutDisplayFunc(display); init(); glutMainLoop(); return 0; } But this is what I get when the window loads: So just half of the image is correctly displayed, and also with different colors.Then if I resize the window I get this: Magically the image seems to fix itself, even if the colors are wrong.Why?

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  • C Minishell Command Expansion Printing Gibberish

    - by Optimus_Pwn
    I'm writing a unix minishell in C, and am at the point where I'm adding command expansion. What I mean by this is that I can nest commands in other commands, for example: $> echo hello $(echo world! ... $(echo and stuff)) hello world! ... and stuff I think I have it working mostly, however it isn't marking the end of the expanded string correctly, for example if I do: $> echo a $(echo b $(echo c)) a b c $> echo d $(echo e) d e c See it prints the c, even though I didn't ask it to. Here is my code: msh.c - http://pastebin.com/sd6DZYwB expand.c - http://pastebin.com/uLqvFGPw I have a more code, but there's a lot of it, and these are the parts that I'm having trouble with at the moment. I'll try to tell you the basic way I'm doing this. Main is in msh.c, here it gets a line of input from either the commandline or a shellfile, and then calls processline (char *line, int outFD, int waitFlag), where line is the line we just got, outFD is the file descriptor of the output file, and waitFlag tells us whether or not we should wait if we fork. When we call this from main we do it like this: processline (buffer, 1, 1); In processline, we allocate a new line: char expanded_line[EXPANDEDLEN]; We then call expand, in expand.c: expand(line, expanded_line, EXPANDEDLEN); In expand, we copy the characters literally from line to expanded_line until we find a $(, which then calls: static int expCmdOutput(char *orig, char *new, int *oldl_ind, int *newl_ind) orig is line, and new is expanded line. oldl_ind and newl_ind are the current positions in the line and expanded line, respectively. Then we pipe, and recursively call processline, passing it the nested command(for example, if we had "echo a $(echo b)", we would pass processline "echo b"). This is where I get confused, each time expand is called, is it allocating a new chunk of memory EXPANDEDLEN long? If so, this is bad because I'll run out of stack room really quickly(in the case of a hugely nested commandline input). In expand I insert a null character at the end of the expanded string, so why is it printing past it? If you guys need any more code, or explanations, just ask. Secondly, I put the code in pastebin because there's a ton of it, and in my experience people don't like it when I fill up several pages with code. Thanks.

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  • returning a heap block by reference in c++

    - by basicR
    I was trying to brush up my c++ skills. I got 2 functions: concat_HeapVal() returns the output heap variable by value concat_HeapRef() returns the output heap variable by reference When main() runs it will be on stack,s1 and s2 will be on stack, I pass the value by ref only and in each of the below functions, I create a variable on heap and concat them. When concat_HeapVal() is called it returns me the correct output. When concat_HeapRef() is called it returns me some memory address (wrong output). Why? I use new operator in both the functions. Hence it allocates on heap. So when I return by reference, heap will still be VALID even when my main() stack memory goes out of scope. So it's left to OS to cleanup the memory. Right? string& concat_HeapRef(const string& s1, const string& s2) { string *temp = new string(); temp->append(s1); temp->append(s2); return *temp; } string* concat_HeapVal(const string& s1, const string& s2) { string *temp = new string(); temp->append(s1); temp->append(s2); return temp; } int main() { string s1,s2; string heapOPRef; string *heapOPVal; cout<<"String Conact Experimentations\n"; cout<<"Enter s-1 : "; cin>>s1; cout<<"Enter s-2 : "; cin>>s2; heapOPRef = concat_HeapRef(s1,s2); heapOPVal = concat_HeapVal(s1,s2); cout<<heapOPRef<<" "<<heapOPVal<<" "<<endl; return -9; }

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  • Oracle VDI thin client terminal and Synergy

    - by katsumii
    I use my main laptop and old SunRay thin client hardware at my office.I set up Synergy for keyboard/mouse/clipboard sharing and I thought I hit this issue.  Bug #3002 - Mouse Pointer Invisible on Client PC - SynergyRDP and a thin client setup I found this workaround. Turning "Display pointer trails" on somehow made mymouse appear on thin client side.  This may or may not work in different kind of Oracle VDI setup or other vendors' thin client. 

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  • Shakespeare and storing Unicode characters

    - by John Paul Cook
    This post is about the political issues involved with using multiple languages in a global organization and how to troubleshoot the technical details. The CHAR and VARCHAR data types are NOT suitable for global data. Some people still cling to CHAR and VARCHAR justifying their use by truthfully saying that they only take up half the space of NCHAR and NVARCHAR data types. But you’ll never be able to store Chinese, Korean, Greek, Japanese, Arabic, or many other languages unless you use NCHAR and NVARCHAR...(read more)

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  • Glm Vector Transformations [duplicate]

    - by Reanimation
    This question already has an answer here: Car-like Physics - Basic Maths to Simulate Steering 2 answers I have a cube rendered on the screen which represents a car (or similar). Using Projection/Model matrices and Glm I am able to move it back and fourth along the axes and rotate it left or right. I'm having trouble with the vector mathematics to make the cube move forwards no matter which direction it's current orientation is. (ie. if I would like, if it's rotated right 30degrees, when it's move forwards, it travels along the 30degree angle on a new axes). I hope I've explained that correctly. This is what I've managed to do so far in terms of using glm to move the cube: glm::vec3 vel; //velocity vector void renderMovingCube(){ glUseProgram(movingCubeShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(movingCubeShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin, camLookingAt, camNormalXYZ); vel.x = cos(rotX); vel.y=sin(rotX); vel*=moveCube; //move cube ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos*vel); //bring ground and cube to bottom of screen ModelViewMatrix = glm::translate(ModelViewMatrix, glm::vec3(0,-48,0)); ModelViewMatrix = glm::rotate(ModelViewMatrix, rotX, glm::vec3(0,1,0)); //manually turn glUniformMatrix4fv(glGetUniformLocation(movingCubeShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader movingCube.render(); //draw glUseProgram(0); } keyboard input: void keyboard() { char BACKWARD = keys['S']; char FORWARD = keys['W']; char ROT_LEFT = keys['A']; char ROT_RIGHT = keys['D']; if (FORWARD) //W - move forwards { globalPos += vel; //globalPos.z -= moveCube; BACKWARD = false; } if (BACKWARD)//S - move backwards { globalPos.z += moveCube; FORWARD = false; } if (ROT_LEFT)//A - turn left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT)//D - turn right { rotX -=0.01f; ROT_RIGHT = false; } Where am I going wrong with my vectors? I would like change the direction of the cube (which it does) but then move forwards in that direction.

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  • VDI ? Synergy

    - by katsumii
    ????·?????????&???? ????·???? - ????????????????????·????????????Oracle Sun Ray??????????????·?????????Sun Ray 3? ??Windows??????????·??????????Windows Server Remote Desktop Services??????????????Sun Ray Software?????????Oracle?????????????????????????????????NotePC????SunRay???2?????????????????????????????????????????????????SynergySynergy???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ???????????????????&????????Remote Desktop??????????????????????????????????????????????????????Bug #3002 - Mouse Pointer Invisible on Client PC - SynergyMouse pointer does not move.Remote Desktop ?????????????????????????RDP????Synergy???????????????????????????????????·???????Synergy?????????????????????????????????? 

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  • How to write comments to explain the "why" behind the callback function when the function and parameter names are insufficient for that?

    - by snowmantw
    How should I approach writing comments for callback functions? I want to explain the "why" behind the function when the function and parameter names are insufficient to explain what's going on. I have always wonder why comments like this can be so ordinary in documents of libraries in dynamic languages: /** * cb: callback // where's the arguments & effects? */ func foo( cb ) Maybe the common attitude is "you can look into source code on your own after all" which pushes people into leaving minimalist comments like this. But it seems like there should be a better way to comment callback functions. I've tried to comment callbacks in Haskell way: /** * cb: Int -> Char */ func foo(cb) And to be fair, it's usually neat enough. But it gets into trouble when I need to pass some complex structure. The problem being partly due to the lack of type system: /** * cb: Int -> { err: String -> (), success: () -> Char } // too long... */ func foo(cb) Or I have tried this too: /** * cb: Int -> { err: String -> (), * success: () -> Char } // better ? */ func bar(cb) The problem is that you may put the structure in somewhere else, but you must give it a name to reference it. But then when you name a structure you're about to use immediately looks so redundant: // Somewhere else... // ResultCallback: { err: String -> (), success: () -> Char } /** * cb: Int -> ResultCallback // better ?? */ func foo(cb) And it bothers me if I follow the Java-doc like commenting style since it still seems incomplete. The comments don't tell you anything that you couldn't immediately see from looking at the function. /** * @param cb {Function} yeah, it's a function, but you told me nothing about it... * @param err {Function} where should I put this callback's argument ?? * Not to mention the err's own arguments... */ func foo(cb) These examples are JavaScript like with generic functions and parameter names, but I've encountered similar problems in other dynamic languages which allow complex callbacks.

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  • How should game objects be aware of each other?

    - by Jefffrey
    I find it hard to find a way to organize game objects so that they are polymorphic but at the same time not polymorphic. Here's an example: assuming that we want all our objects to update() and draw(). In order to do that we need to define a base class GameObject which have those two virtual pure methods and let polymorphism kicks in: class World { private: std::vector<GameObject*> objects; public: // ... update() { for (auto& o : objects) o->update(); for (auto& o : objects) o->draw(window); } }; The update method is supposed to take care of whatever state the specific class object needs to update. The fact is that each objects needs to know about the world around them. For example: A mine needs to know if someone is colliding with it A soldier should know if another team's soldier is in proximity A zombie should know where the closest brain, within a radius, is For passive interactions (like the first one) I was thinking that the collision detection could delegate what to do in specific cases of collisions to the object itself with a on_collide(GameObject*). Most of the the other informations (like the other two examples) could just be queried by the game world passed to the update method. Now the world does not distinguish objects based on their type (it stores all object in a single polymorphic container), so what in fact it will return with an ideal world.entities_in(center, radius) is a container of GameObject*. But of course the soldier does not want to attack other soldiers from his team and a zombie doesn't case about other zombies. So we need to distinguish the behavior. A solution could be the following: void TeamASoldier::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<TeamBSoldier*>(e)) // shoot towards enemy } void Zombie::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<Human*>(e)) // go and eat brain } but of course the number of dynamic_cast<> per frame could be horribly high, and we all know how slow dynamic_cast can be. The same problem also applies to the on_collide(GameObject*) delegate that we discussed earlier. So what it the ideal way to organize the code so that objects can be aware of other objects and be able to ignore them or take actions based on their type?

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  • Do first-class methods exist?

    - by gdhoward
    Okay, I know first-class functions are cool, closures even better, etc. But is there any language with first-class methods? In my mind, I see a first-class method as an "object" that has both a function pointer and a pointer to a specific instance of the class/object, but the implementation doesn't matter. I just want to know if there is any language that uses them. And as a bonus, how were they implemented?

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  • Keep Getting Syntax Error C2199?

    - by DARK3ZOOZ
    Here's my problem I'm trying to define something, but keep getting a syntax error Code: #define R_RegisterShader 0x50C8A0 int (*trap_R_RegisterShader)( const char *name, int Arg_1 ) = (int (_cdecl *)(const char *, int ))R_RegisterShader; ^^^^^^^ This last part is where I keep getting the error if you need more lines of codes, just let me know. thanks http://gyazo.com/1a47ebc12cfbd6ea72feb72c686ae84d screenshot of error

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  • Using sscanf for the dynamic delimiters (inputted by users) in parsing an input string in C? [migrated]

    - by Zuhakasa
    I'm encountering a problem in parsing a string using sscanf() function. My function gets 2 string parameters. One for input string and another one for a dynamic list of delimiters. How can I use sscanf to parse the input string with the defined delimiters inputted by users. For example: Myfunction(char * input_string, char * delimiter_list){ scanf("%s", input_string); scanf("%s", delimiter_list); sscanf(input_string, ???...); ................ }

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