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  • Sockets: Transport endpoint is not connected on send

    - by TheoretiCAL
    I'm trying to learn socket programming from http://beej.us/guide/bgnet/output/html/singlepage/bgnet.html and am attempting to build a SOCK_STREAM client/server. My client: #include <stdio.h> #include <stdlib.h> #include <unistd.h> #include <errno.h> #include <string.h> #include <sys/types.h> #include <sys/socket.h> #include <netinet/in.h> #include <arpa/inet.h> #include <netdb.h> #define SERVERPORT "4951" // the port users will be connecting to int main(int argc, char *argv[]) { int sockfd; struct addrinfo hints, *servinfo, *p; int rv; int numbytes; if (argc != 3) { fprintf(stderr,"usage: talker hostname message\n"); exit(1); } memset(&hints, 0, sizeof hints); hints.ai_family = AF_UNSPEC; hints.ai_socktype = SOCK_STREAM; if ((rv = getaddrinfo(argv[1], SERVERPORT, &hints, &servinfo)) != 0) { fprintf(stderr, "getaddrinfo: %s\n", gai_strerror(rv)); return 1; } // loop through all the results and make a socket for(p = servinfo; p != NULL; p = p->ai_next) { if ((sockfd = socket(p->ai_family, p->ai_socktype, p->ai_protocol)) == -1) { perror("talker: socket"); continue; if (connect(sockfd, p->ai_addr, p->ai_addrlen) == -1) { close(sockfd); perror("client: connect"); continue; } } break; } if (p == NULL) { fprintf(stderr, "talker: failed to bind socket\n"); return 2; } if ((numbytes = send(sockfd, argv[2], strlen(argv[2]), 0) == -1)) { perror("talker: send"); exit(1); } freeaddrinfo(servinfo); printf("talker: sent %d bytes to %s\n", numbytes, argv[1]); close(sockfd); return 0; } Server: #include <stdio.h> #include <stdlib.h> #include <unistd.h> #include <errno.h> #include <string.h> #include <sys/types.h> #include <sys/socket.h> #include <netinet/in.h> #include <arpa/inet.h> #include <netdb.h> #define MYPORT "4951" // the port users will be connecting to #define MAXBUFLEN 100 static int backlog = 10; // get sockaddr, IPv4 or IPv6: void *get_in_addr(struct sockaddr *sa) { if (sa->sa_family == AF_INET) { return &(((struct sockaddr_in*)sa)->sin_addr); } return &(((struct sockaddr_in6*)sa)->sin6_addr); } int main(void) { int sockfd; struct addrinfo hints, *servinfo, *p; int rv; int numbytes; int new_fd; socklen_t addr_size; struct sockaddr_storage their_addr; char buf[MAXBUFLEN]; char s[INET6_ADDRSTRLEN]; memset(&hints, 0, sizeof hints); hints.ai_family = AF_UNSPEC; // set to AF_INET to force IPv4 hints.ai_socktype = SOCK_STREAM; hints.ai_flags = AI_PASSIVE; // use my IP if ((rv = getaddrinfo(NULL, MYPORT, &hints, &servinfo)) != 0) { fprintf(stderr, "getaddrinfo: %s\n", gai_strerror(rv)); return 1; } // loop through all the results and bind to the first we can for(p = servinfo; p != NULL; p = p->ai_next) { if ((sockfd = socket(p->ai_family, p->ai_socktype, p->ai_protocol)) == -1) { perror("listener: socket"); continue; } int yes=1; // lose the pesky "Address already in use" error message if (setsockopt(sockfd,SOL_SOCKET,SO_REUSEADDR,&yes,sizeof(int)) == -1) { perror("setsockopt"); exit(1); } if (bind(sockfd, p->ai_addr, p->ai_addrlen) == -1) { close(sockfd); perror("listener: bind"); continue; } if (listen(sockfd,backlog) == -1){ close(sockfd); perror("listener:listen"); continue; } break; } if (p == NULL) { fprintf(stderr, "listener: failed to bind socket\n"); return 2; } freeaddrinfo(servinfo); printf("listener: waiting to recv..\n"); while(1){ addr_size = sizeof their_addr; if ((new_fd = accept(sockfd, (struct sockaddr *)&their_addr, &addr_size))==-1){ perror("accept"); exit(1); } if ((numbytes = recv(new_fd, buf, MAXBUFLEN-1 , 0) == -1)) { perror("recv"); exit(1); } printf("listener: got packet from %s\n", inet_ntop(their_addr.ss_family, get_in_addr((struct sockaddr *)&their_addr), s, sizeof s)); printf("listener: packet is %d bytes long\n", numbytes); buf[numbytes] = '\0'; printf("listener: packet contains \"%s\"\n", buf); close(sockfd); } return 0; } Upon executing the client, I get " send: Transport endpoint is not connected" and I'm not sure where I went wrong. Thanks.

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  • Qt : crash due to delete (trying to handle exceptions...)

    - by Seub
    I am writing a program with Qt, and I would like it to show a dialog box with a Exit | Restart choice whenever an error is thrown somewhere in the code. What I did causes a crash and I really can't figure out why it happens, I was hoping you could help me understanding what's going on. Here's my main.cpp: #include "my_application.hpp" int main(int argc, char *argv[]) { std::cout << std::endl; My_Application app(argc, argv); return app.exec(); } And here's my_application:hpp: #ifndef MY_APPLICATION_HPP #define MY_APPLICATION_HPP #include <QApplication> class Window; class My_Application : public QApplication { public: My_Application(int& argc, char ** argv); virtual ~My_Application(); virtual bool notify(QObject * receiver, QEvent * event); private: Window *window_; void exit(); void restart(); }; #endif // MY_APPLICATION_HPP Finally, here's my_application.cpp: #include "my_application.hpp" #include "window.hpp" #include <QMessageBox> My_Application::My_Application(int& argc, char ** argv) : QApplication(argc, argv) { window_ = new Window; window_->setAttribute(Qt::WA_DeleteOnClose, false); window_->show(); } My_Application::~My_Application() { delete window_; } bool My_Application::notify(QObject * receiver, QEvent * event) { try { return QApplication::notify(receiver, event); } catch(QString error_message) { window_->setEnabled(false); QMessageBox message_box; message_box.setWindowTitle("Error"); message_box.setIcon(QMessageBox::Critical); message_box.setText("The program caught an unexpected error:"); message_box.setInformativeText("What do you want to do? <br>"); QPushButton *restart_button = message_box.addButton(tr("Restart"), QMessageBox::RejectRole); QPushButton *exit_button = message_box.addButton(tr("Exit"), QMessageBox::RejectRole); message_box.setDefaultButton(restart_button); message_box.exec(); if ((QPushButton *) message_box.clickedButton() == exit_button) { exit(); } else if ((QPushButton *) message_box.clickedButton() == restart_button) { restart(); } } return false; } void My_Application::exit() { window_->close(); //delete window_; return; } void My_Application::restart() { window_->close(); //delete window_; window_ = new Window; window_->show(); return; } Note that the line window_->setAttribute(Qt::WA_DeleteOnClose, false); means that window_ (my main window) won't be deleted when it is closed. The code I've written above works, but as far as I understand, there's a memory leak: I should uncomment the line //delete window_; in My_Application::exit() and My_Application::restart(). But when I do that, the program crashes when I click restart (or exit but who cares). (I'm not sure this is useful, in fact it might be misleading, but here's what my debugger tells me: a segmentation fault occurs in QWidgetPrivate::PaintOnScreen() const which is called by a function called by a function... called by My_Application::notify()) When I do some std::couts, I notice that the program runs through the entire restart() function and in fact through the entire notify() function before it crashes. I have no idea why it crashes. Thanks in advance for your insights! Update: I've noticed that My_Application::notify() is called very often. For example, it is called a bunch of times while the error dialog box is open, also during the execution of the restart function. The crash actually occurs in the subfunction QApplication::notify(receiver, event). This is not too surprising in light of the previous remark (the receiver has probably been deleted) But even if I forbid the function My_Application::notify() to do anything while restart() is executed, it still crashes (after having called My_Application::notify() a bunch of times, like 15 times, isn't that weird)? How should I proceed? Maybe I should say (to make the question slightly more relevant) that my class My_Application also has a "restore" function, which I've not copied here to try to keep things short. If I just had that restart feature I wouldn't bother too much, but I do want to have that restore feature. I should also say that if I keep the code with the "delete window_" commented, the problem is not only a memory leak, it still crashes sometimes apparently. There must surely be a way to fix this! But I'm clueless, I'd really appreciate some help! Thanks in advance.

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  • How to fix “Microsoft SharePoint is not supported with version 4.0.30319.225 of the Microsoft .Net Runtime” in PowerGUI

    - by ybbest
    Today, when I try to run some PowerShell command against SharePoint in PowerGUI , I encounter some error message as below: Problem: Remove-SPSite : Microsoft SharePoint is not supported with version 4.0.30319.225 of the Microsoft .Net Runtime. At C:\SiteCreation.ps1:37 char:14 + CategoryInfo : InvalidData: (Microsoft.Share…mdletRemoveSite:SPCmdletRemoveSite) [Remove-SPSite], PlatformNotSupportedException Analysis: The error message is pretty clear that PowerGUI try to run the PowerShell command under .Net version 4.0 which is not supported by SharePoint2010, SharePoint2010 only support .Net 3.5.So how can I change the settings so that PowerShell does run under .Net3.5 in PowerGui? The solution is pretty easy. Solution: 1. Open your windows explorer and navigate to C:\Program Files (x86)\PowerGUI\ and open the configuration file ScriptEditor.exe.config. 2. Change the supportedRuntime version under Startup settings by removing the version=”v4.0″ as below From To   3. Restart your PowerGUI and rerun your script. It works like a charm.

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  • How to fix “Microsoft SharePoint is not supported with version 4.0.30319.225 of the Microsoft .Net Runtime” in PowerGUI

    - by ybbest
    Today, when I try to run some PowerShell command against SharePoint in PowerGUI , I encounter some error message as below: Problem: Remove-SPSite : Microsoft SharePoint is not supported with version 4.0.30319.225 of the Microsoft .Net Runtime. At C:\SiteCreation.ps1:37 char:14 + CategoryInfo : InvalidData: (Microsoft.Share…mdletRemoveSite:SPCmdletRemoveSite) [Remove-SPSite], PlatformNotSupportedException Analysis: The error message is pretty clear that PowerGUI try to run the PowerShell command under .Net version 4.0 which is not supported by SharePoint2010, SharePoint2010 only support .Net 3.5.So how can I change the settings so that PowerShell does run under .Net3.5 in PowerGui? The solution is pretty easy. Solution: 1. Open your windows explorer and navigate to C:\Program Files (x86)\PowerGUI\ and open the configuration file ScriptEditor.exe.config. 2. Change the supportedRuntime version under Startup settings by removing the version=”v4.0″ as below From To   3. Restart your PowerGUI and rerun your script. It works like a charm.

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  • Modify “Link”/ "HyperLink"/URL field using Powershell

    - by KunaalKapoor
    If you are trying to update a hyperlink/url type of column of a SharePoint list item using PowerShell and are getting the exception:Unable to index into an object of type Microsoft.SharePoint.SPListItem.At C:\mypowershell.ps1:39 char:10+       $item[ <<<< "Website"] = $itemUrl          + CategoryInfo          : InvalidOperation: (RW_Website:String) [], RuntimeException    + FullyQualifiedErrorId : CannotIndexThen look no further :)The url is basically stored like a simple string with url, description divided by comma.So all you need to do is:$myUrl = "http://www.google.com, Google"$listitem["Link"] = $myUrlThat will, assuming "Link" is a type of "Hyperlink or Picture" (Hyperlink), create a link that says Google and links to http://www.google.com.Also make sure you don't miss out on the 'http://' part as without that the value will not pass the SharePoint validation of allowed values.

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  • On checking is a port open on the firewall?

    - by [email protected]
    Hi, well sometimes DBAs and sysadmin need to check if a particular port is "open" on the corporate firewall --i.e. *Grid Control* Will the communication between OMS and a management agent work? --One solution well consist on deploying the piece of software in question, start it and just check if everything works fine, however i find more classy trying to get that information beforeThere are several tools for doing so --i.e. nmap *like Trinity on The Matrix*, but just found a nice piece of code for establishing a socket on a parameter passed port.After running the program doing a telnet from the client machine  will be a walk in the park Normal 0 21 false false false MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman"; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} #include <stdio.h> #include <sys/types.h> #include <sys/socket.h> #include <netinet/in.h> int main(int argc, char *argv[]) {      int sockfd, newsockfd, portno, clilen;      char buffer[256];      struct sockaddr_in serv_addr, cli_addr;      int n;      if (argc < 2) {          fprintf(stderr,"ERROR: A port must be provided. Aborting ...\n");          return 1;      }      sockfd = socket(AF_INET, SOCK_STREAM, 0);      if (sockfd < 0)          {         fprintf("ERROR: Unable to open socket. Aborting ...\n");         return 1;       }      portno = atoi(argv[1]);      serv_addr.sin_family = AF_INET;      serv_addr.sin_addr.s_addr = INADDR_ANY;      serv_addr.sin_port = htons(portno);      if (bind(sockfd, (struct sockaddr *) &serv_addr,sizeof(serv_addr)) < 0)          {               fprintf("ERROR: Unable to bind socket. Aborting ...\n");               return 1;       }      listen(sockfd,5);      clilen = sizeof(cli_addr);      newsockfd = accept(sockfd, (struct sockaddr *) &cli_addr,&clilen);      if (newsockfd < 0)          {           fprintf("ERROR: Unable to accept connection. Aborting...\n");           return 1;        }      return 0; }Of course, you can still ask to the network guy if the port is open or notHope it helpsL

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  • DAL Exception handling in a MVP application

    - by Chathuranga
    In a MVP win forms application I'm handling exceptions as follows in DAL. Since the user messaging is not a responsibility of DAL, I want to move it in to my Presentation class. Could you show me a standard way to do that? public bool InsertAccount(IBankAccount ba) { string selectStatement = @"IF NOT EXISTS (SELECT ac_no FROM BankAccount WHERE ac_no=@ac_no) BEGIN INSERT INTO BankAccount ..."; using (SqlConnection sqlConnection = new SqlConnection(db.ConnectionString)) { using (SqlCommand sqlCommand = new SqlCommand(selectStatement, sqlConnection)) { try { sqlConnection.Open(); sqlCommand.Parameters.Add("@ac_no", SqlDbType.Char).Value = ba.AccountNumber; // // sqlCommand.ExecuteNonQuery(); return true; } catch (Exception e) { MessageBox.Show(("Error: " + e.Message)); } if (sqlConnection.State == System.Data.ConnectionState.Open) sqlConnection.Close(); return false; } } }

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  • C# window application : How to validate mobile no.

    - by SAMIR BHOGAYTA
    //First : Simple Method private void textBox1_KeyPress(object sender, KeyPressEventArgs e) { if (char.IsDigit(e.KeyChar) == true) { if (textBox1.Text.Length 10) { MessageBox.Show("Invalid Indian Mobile Number !!"); txtPhone.Focus(); } } //With the help of JavaScript function phone_validate(phone) { var phoneReg = ^((\+)?(\d{2}[-]))?(\d{10}){1}?$; if(phoneReg.test(phone) == false) { alert("Phone number is not yet valid."); } else { alert("You have entered a valid phone number!"); } }

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  • What is this code?

    - by Aerovistae
    This is from the Evolution of a Programmer "joke", at the "Master Programmer" level. It seems to be C++, but I don't know what all this bloated extra stuff is, nor did any Google searches turn up anything except the joke I took it from. Can anyone tell me more about what I'm reading here? [ uuid(2573F8F4-CFEE-101A-9A9F-00AA00342820) ] library LHello { // bring in the master library importlib("actimp.tlb"); importlib("actexp.tlb"); // bring in my interfaces #include "pshlo.idl" [ uuid(2573F8F5-CFEE-101A-9A9F-00AA00342820) ] cotype THello { interface IHello; interface IPersistFile; }; }; [ exe, uuid(2573F890-CFEE-101A-9A9F-00AA00342820) ] module CHelloLib { // some code related header files importheader(<windows.h>); importheader(<ole2.h>); importheader(<except.hxx>); importheader("pshlo.h"); importheader("shlo.hxx"); importheader("mycls.hxx"); // needed typelibs importlib("actimp.tlb"); importlib("actexp.tlb"); importlib("thlo.tlb"); [ uuid(2573F891-CFEE-101A-9A9F-00AA00342820), aggregatable ] coclass CHello { cotype THello; }; }; #include "ipfix.hxx" extern HANDLE hEvent; class CHello : public CHelloBase { public: IPFIX(CLSID_CHello); CHello(IUnknown *pUnk); ~CHello(); HRESULT __stdcall PrintSz(LPWSTR pwszString); private: static int cObjRef; }; #include <windows.h> #include <ole2.h> #include <stdio.h> #include <stdlib.h> #include "thlo.h" #include "pshlo.h" #include "shlo.hxx" #include "mycls.hxx" int CHello:cObjRef = 0; CHello::CHello(IUnknown *pUnk) : CHelloBase(pUnk) { cObjRef++; return; } HRESULT __stdcall CHello::PrintSz(LPWSTR pwszString) { printf("%ws\n", pwszString); return(ResultFromScode(S_OK)); } CHello::~CHello(void) { // when the object count goes to zero, stop the server cObjRef--; if( cObjRef == 0 ) PulseEvent(hEvent); return; } #include <windows.h> #include <ole2.h> #include "pshlo.h" #include "shlo.hxx" #include "mycls.hxx" HANDLE hEvent; int _cdecl main( int argc, char * argv[] ) { ULONG ulRef; DWORD dwRegistration; CHelloCF *pCF = new CHelloCF(); hEvent = CreateEvent(NULL, FALSE, FALSE, NULL); // Initialize the OLE libraries CoInitiali, NULL); // Initialize the OLE libraries CoInitializeEx(NULL, COINIT_MULTITHREADED); CoRegisterClassObject(CLSID_CHello, pCF, CLSCTX_LOCAL_SERVER, REGCLS_MULTIPLEUSE, &dwRegistration); // wait on an event to stop WaitForSingleObject(hEvent, INFINITE); // revoke and release the class object CoRevokeClassObject(dwRegistration); ulRef = pCF->Release(); // Tell OLE we are going away. CoUninitialize(); return(0); } extern CLSID CLSID_CHello; extern UUID LIBID_CHelloLib; CLSID CLSID_CHello = { /* 2573F891-CFEE-101A-9A9F-00AA00342820 */ 0x2573F891, 0xCFEE, 0x101A, { 0x9A, 0x9F, 0x00, 0xAA, 0x00, 0x34, 0x28, 0x20 } }; UUID LIBID_CHelloLib = { /* 2573F890-CFEE-101A-9A9F-00AA00342820 */ 0x2573F890, 0xCFEE, 0x101A, { 0x9A, 0x9F, 0x00, 0xAA, 0x00, 0x34, 0x28, 0x20 } }; #include <windows.h> #include <ole2.h> #include <stdlib.h> #include <string.h> #include <stdio.h> #include "pshlo.h" #include "shlo.hxx" #include "clsid.h" int _cdecl main( int argc, char * argv[] ) { HRESULT hRslt; IHello *pHello; ULONG ulCnt; IMoniker * pmk; WCHAR wcsT[_MAX_PATH]; WCHAR wcsPath[2 * _MAX_PATH]; // get object path wcsPath[0] = '\0'; wcsT[0] = '\0'; if( argc > 1) { mbstowcs(wcsPath, argv[1], strlen(argv[1]) + 1); wcsupr(wcsPath); } else { fprintf(stderr, "Object path must be specified\n"); return(1); } // get print string if(argc > 2) mbstowcs(wcsT, argv[2], strlen(argv[2]) + 1); else wcscpy(wcsT, L"Hello World"); printf("Linking to object %ws\n", wcsPath); printf("Text String %ws\n", wcsT); // Initialize the OLE libraries hRslt = CoInitializeEx(NULL, COINIT_MULTITHREADED); if(SUCCEEDED(hRslt)) { hRslt = CreateFileMoniker(wcsPath, &pmk); if(SUCCEEDED(hRslt)) hRslt = BindMoniker(pmk, 0, IID_IHello, (void **)&pHello); if(SUCCEEDED(hRslt)) { // print a string out pHello->PrintSz(wcsT); Sleep(2000); ulCnt = pHello->Release(); } else printf("Failure to connect, status: %lx", hRslt); // Tell OLE we are going away. CoUninitialize(); } return(0); }

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  • texture mapping with lib3ds and SOIL help

    - by Adam West
    I'm having trouble with my project for loading a texture map onto a model. Any insight into what is going wrong with my code is fantastic. Right now the code only renders a teapot which I have assinged after creating it in 3DS Max. 3dsloader.cpp #include "3dsloader.h" Object::Object(std:: string filename) { m_TotalFaces = 0; m_model = lib3ds_file_load(filename.c_str()); // If loading the model failed, we throw an exception if(!m_model) { throw strcat("Unable to load ", filename.c_str()); } // set properties of texture coordinate generation for both x and y coordinates glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); // if not already enabled, enable texture generation if(! glIsEnabled(GL_TEXTURE_GEN_S)) glEnable(GL_TEXTURE_GEN_S); if(! glIsEnabled(GL_TEXTURE_GEN_T)) glEnable(GL_TEXTURE_GEN_T); } Object::~Object() { if(m_model) // if the file isn't freed yet lib3ds_file_free(m_model); //free up memory glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); } void Object::GetFaces() { m_TotalFaces = 0; Lib3dsMesh * mesh; // Loop through every mesh. for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next) { // Add the number of faces this mesh has to the total number of faces. m_TotalFaces += mesh->faces; } } void Object::CreateVBO() { assert(m_model != NULL); // Calculate the number of faces we have in total GetFaces(); // Allocate memory for our vertices and normals Lib3dsVector * vertices = new Lib3dsVector[m_TotalFaces * 3]; Lib3dsVector * normals = new Lib3dsVector[m_TotalFaces * 3]; Lib3dsTexel* texCoords = new Lib3dsTexel[m_TotalFaces * 3]; Lib3dsMesh * mesh; unsigned int FinishedFaces = 0; // Loop through all the meshes for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next) { lib3ds_mesh_calculate_normals(mesh, &normals[FinishedFaces*3]); // Loop through every face for(unsigned int cur_face = 0; cur_face < mesh->faces;cur_face++) { Lib3dsFace * face = &mesh->faceL[cur_face]; for(unsigned int i = 0;i < 3;i++) { memcpy(&texCoords[FinishedFaces*3 + i], mesh->texelL[face->points[ i ]], sizeof(Lib3dsTexel)); memcpy(&vertices[FinishedFaces*3 + i], mesh->pointL[face->points[ i ]].pos, sizeof(Lib3dsVector)); } FinishedFaces++; } } // Generate a Vertex Buffer Object and store it with our vertices glGenBuffers(1, &m_VertexVBO); glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, vertices, GL_STATIC_DRAW); // Generate another Vertex Buffer Object and store the normals in it glGenBuffers(1, &m_NormalVBO); glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, normals, GL_STATIC_DRAW); // Generate a third VBO and store the texture coordinates in it. glGenBuffers(1, &m_TexCoordVBO); glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsTexel) * 3 * m_TotalFaces, texCoords, GL_STATIC_DRAW); // Clean up our allocated memory delete vertices; delete normals; delete texCoords; // We no longer need lib3ds lib3ds_file_free(m_model); m_model = NULL; } void Object::applyTexture(const char*texfilename) { float imageWidth; float imageHeight; glGenTextures(1, & textureObject); // allocate memory for one texture textureObject = SOIL_load_OGL_texture(texfilename,SOIL_LOAD_AUTO,SOIL_CREATE_NEW_ID,SOIL_FLAG_MIPMAPS); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glBindTexture(GL_TEXTURE_2D, textureObject); // use our newest texture glGetTexLevelParameterfv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&imageWidth); glGetTexLevelParameterfv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&imageHeight); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // give the best result for texture magnification glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //give the best result for texture minification glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); // don't repeat texture glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // don't repeat textureglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // don't repeat texture glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_MODULATE); glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,imageWidth,imageHeight,0,GL_RGB,GL_UNSIGNED_BYTE,& textureObject); } void Object::Draw() const { // Enable vertex, normal and texture-coordinate arrays. glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Bind the VBO with the normals. glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO); // The pointer for the normals is NULL which means that OpenGL will use the currently bound VBO. glNormalPointer(GL_FLOAT, 0, NULL); glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO); glTexCoordPointer(2, GL_FLOAT, 0, NULL); glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO); glVertexPointer(3, GL_FLOAT, 0, NULL); // Render the triangles. glDrawArrays(GL_TRIANGLES, 0, m_TotalFaces * 3); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } 3dsloader.h #include "main.h" #include "lib3ds/file.h" #include "lib3ds/mesh.h" #include "lib3ds/material.h" class Object { public: Object(std:: string filename); virtual ~Object(); virtual void Draw() const; virtual void CreateVBO(); void applyTexture(const char*texfilename); protected: void GetFaces(); unsigned int m_TotalFaces; Lib3dsFile * m_model; Lib3dsMesh* Mesh; GLuint textureObject; GLuint m_VertexVBO, m_NormalVBO, m_TexCoordVBO; }; Called in the main cpp file with: VBO,apply texture and draw (pretty simple, how ironic) and thats it, please help me forum :)

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  • Basic shadow mapping fails on NVIDIA card?

    - by James
    Recently I switched from an AMD Radeon HD 6870 card to an (MSI) NVIDIA GTX 670 for performance reasons. I found however that my implementation of shadow mapping in all my applications failed. In a very simple shadow POC project the problem appears to be that the scene being drawn never results in a draw to the depth map and as a result the entire depth map is just infinity, 1.0 (Reading directly from the depth component after draw (glReadPixels) shows every pixel is infinity (1.0), replacing the depth comparison in the shader with a comparison of the depth from the shadow map with 1.0 shadows the entire scene, and writing random values to the depth map and then not calling glClear(GL_DEPTH_BUFFER_BIT) results in a random noisy pattern on the scene elements - from which we can infer that the uploading of the depth texture and comparison within the shader are functioning perfectly.) Since the problem appears almost certainly to be in the depth render, this is the code for that: const int s_res = 1024; GLuint shadowMap_tex; GLuint shadowMap_prog; GLint sm_attr_coord3d; GLint sm_uniform_mvp; GLuint fbo_handle; GLuint renderBuffer; bool isMappingShad = false; //The scene consists of a plane with box above it GLfloat scene[] = { -10.0, 0.0, -10.0, 0.5, 0.0, 10.0, 0.0, -10.0, 1.0, 0.0, 10.0, 0.0, 10.0, 1.0, 0.5, -10.0, 0.0, -10.0, 0.5, 0.0, -10.0, 0.0, 10.0, 0.5, 0.5, 10.0, 0.0, 10.0, 1.0, 0.5, ... }; //Initialize the stuff used by the shadow map generator int initShadowMap() { //Initialize the shadowMap shader program if (create_program("shadow.v.glsl", "shadow.f.glsl", shadowMap_prog) != 1) return -1; const char* attribute_name = "coord3d"; sm_attr_coord3d = glGetAttribLocation(shadowMap_prog, attribute_name); if (sm_attr_coord3d == -1) { fprintf(stderr, "Could not bind attribute %s\n", attribute_name); return 0; } const char* uniform_name = "mvp"; sm_uniform_mvp = glGetUniformLocation(shadowMap_prog, uniform_name); if (sm_uniform_mvp == -1) { fprintf(stderr, "Could not bind uniform %s\n", uniform_name); return 0; } //Create a framebuffer glGenFramebuffers(1, &fbo_handle); glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); //Create render buffer glGenRenderbuffers(1, &renderBuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); //Setup the shadow texture glGenTextures(1, &shadowMap_tex); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, s_res, s_res, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); return 0; } //Delete stuff void dnitShadowMap() { //Delete everything glDeleteFramebuffers(1, &fbo_handle); glDeleteRenderbuffers(1, &renderBuffer); glDeleteTextures(1, &shadowMap_tex); glDeleteProgram(shadowMap_prog); } int loadSMap() { //Bind MVP stuff glm::mat4 view = glm::lookAt(glm::vec3(10.0, 10.0, 5.0), glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::ortho<float>(-10,10,-8,8,-10,40); glm::mat4 mvp = projection * view; glm::mat4 biasMatrix( 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); glm::mat4 lsMVP = biasMatrix * mvp; //Upload light source matrix to the main shader programs glUniformMatrix4fv(uniform_ls_mvp, 1, GL_FALSE, glm::value_ptr(lsMVP)); glUseProgram(shadowMap_prog); glUniformMatrix4fv(sm_uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); //Draw to the framebuffer (with depth buffer only draw) glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowMap_tex, 0); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (GL_FRAMEBUFFER_COMPLETE != result) { printf("ERROR: Framebuffer is not complete.\n"); return -1; } //Draw shadow scene printf("Creating shadow buffers..\n"); int ticks = SDL_GetTicks(); glClear(GL_DEPTH_BUFFER_BIT); //Wipe the depth buffer glViewport(0, 0, s_res, s_res); isMappingShad = true; //DRAW glEnableVertexAttribArray(sm_attr_coord3d); glVertexAttribPointer(sm_attr_coord3d, 3, GL_FLOAT, GL_FALSE, 5*4, scene); glDrawArrays(GL_TRIANGLES, 0, 14*3); glDisableVertexAttribArray(sm_attr_coord3d); isMappingShad = false; glBindFramebuffer(GL_FRAMEBUFFER, 0); printf("Render Sbuf in %dms (GLerr: %d)\n", SDL_GetTicks() - ticks, glGetError()); return 0; } This is the full code for the POC shadow mapping project (C++) (Requires SDL 1.2, SDL-image 1.2, GLEW (1.5) and GLM development headers.) initShadowMap is called, followed by loadSMap, the scene is drawn from the camera POV and then dnitShadowMap is called. I followed this tutorial originally (Along with another more comprehensive tutorial which has disappeared as this guy re-configured his site but used to be here (404).) I've ensured that the scene is visible (as can be seen within the full project) to the light source (which uses an orthogonal projection matrix.) Shader utilities function fine in non-shadow-mapped projects. I should also note that at no point is the GL error state set. What am I doing wrong here and why did this not cause problems on my AMD card? (System: Ubuntu 12.04, Linux 3.2.0-49-generic, 64 bit, with the nvidia-experimental-310 driver package. All other games are functioning fine so it's most likely not a card/driver issue.)

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  • Fade out Label / Button / Status Bar with GTK

    - by wolfv
    What is the easiest way to fade out and fade in elements in Python / GTK 3? Coming from webdevelopment, my initial take on this problem was to call c = widget.get_style_context(), c.remove_class('visible'), c.add_class('invisible') but that didn't work out (Do I have to call something like "redraw"?) I also added a transition to the GTK CSS. Thanks, Wolf EDIT: I might specify what I would like to achieve: I have this "statusbar" which is just a vertical container on my app (like in the screenshot on top of this page http://uberwriter.wolfvollprecht.de/). If the mouse is not moving, I want to fade all that stuff out (also to preserve computing power // no recalculation of word- and char count) and to minimize "distraction"). I already found the appropriate event to listen to (motion-notify-event), so now I only need to add a simple fade out and a timeout. If someone can point me to a solution, be it with clutter or cairo, I would be very happy.

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  • Should I use C style in C++?

    - by c.hughes
    As I've been developing my position on how software should be developed at the company I work for, I've come to a certain conclusion that I'm not entirely sure of. It seems to me that if you are programming in C++, you should not use C style anything if it can be helped and you don't absolutely need the performance improvement. This way people are kept from doing things like pointer arithmetic or creating resources with new without any RAII, etc. If this idea was enforced, seeing a char* would possibly be a thing of the past. I'm wondering if this is a conclusion others have made? Or am I being too puritanical about this?

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  • problem with loading in .FBX meshes in DirectX 10

    - by N0xus
    I'm trying to load in meshes into DirectX 10. I've created a bunch of classes that handle it and allow me to call in a mesh with only a single line of code in my main game class. How ever, when I run the program this is what renders: In the debug output window the following errors keep appearing: D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that Semantic 'TEXCOORD' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX ] D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that the input stage requires Semantic/Index (POSITION,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ] The thing is, I've no idea how to fix this. The code I'm using does work and I've simply brought all of that code into a new project of mine. There are no build errors and this only appears when the game is running The .fx file is as follows: float4x4 matWorld; float4x4 matView; float4x4 matProjection; struct VS_INPUT { float4 Pos:POSITION; float2 TexCoord:TEXCOORD; }; struct PS_INPUT { float4 Pos:SV_POSITION; float2 TexCoord:TEXCOORD; }; Texture2D diffuseTexture; SamplerState diffuseSampler { Filter = MIN_MAG_MIP_POINT; AddressU = WRAP; AddressV = WRAP; }; // // Vertex Shader // PS_INPUT VS( VS_INPUT input ) { PS_INPUT output=(PS_INPUT)0; float4x4 viewProjection=mul(matView,matProjection); float4x4 worldViewProjection=mul(matWorld,viewProjection); output.Pos=mul(input.Pos,worldViewProjection); output.TexCoord=input.TexCoord; return output; } // // Pixel Shader // float4 PS(PS_INPUT input ) : SV_Target { return diffuseTexture.Sample(diffuseSampler,input.TexCoord); //return float4(1.0f,1.0f,1.0f,1.0f); } RasterizerState NoCulling { FILLMODE=SOLID; CULLMODE=NONE; }; technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); SetRasterizerState(NoCulling); } } In my game, the .fx file and model are called and set as follows: Loading in shader file //Set the shader flags - BMD DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) dwShaderFlags |= D3D10_SHADER_DEBUG; #endif ID3D10Blob * pErrorBuffer=NULL; if( FAILED( D3DX10CreateEffectFromFile( TEXT("TransformedTexture.fx" ), NULL, NULL, "fx_4_0", dwShaderFlags, 0, md3dDevice, NULL, NULL, &m_pEffect, &pErrorBuffer, NULL ) ) ) { char * pErrorStr = ( char* )pErrorBuffer->GetBufferPointer(); //If the creation of the Effect fails then a message box will be shown MessageBoxA( NULL, pErrorStr, "Error", MB_OK ); return false; } //Get the technique called Render from the effect, we need this for rendering later on m_pTechnique=m_pEffect->GetTechniqueByName("Render"); //Number of elements in the layout UINT numElements = TexturedLitVertex::layoutSize; //Get the Pass description, we need this to bind the vertex to the pipeline D3D10_PASS_DESC PassDesc; m_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc ); //Create Input layout to describe the incoming buffer to the input assembler if (FAILED(md3dDevice->CreateInputLayout( TexturedLitVertex::layout, numElements,PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &m_pVertexLayout ) ) ) { return false; } model loading: m_pTestRenderable=new CRenderable(); //m_pTestRenderable->create<TexturedVertex>(md3dDevice,8,6,vertices,indices); m_pModelLoader = new CModelLoader(); m_pTestRenderable = m_pModelLoader->loadModelFromFile( md3dDevice,"armoredrecon.fbx" ); m_pGameObjectTest = new CGameObject(); m_pGameObjectTest->setRenderable( m_pTestRenderable ); // Set primitive topology, how are we going to interpet the vertices in the vertex buffer md3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); if ( FAILED( D3DX10CreateShaderResourceViewFromFile( md3dDevice, TEXT( "armoredrecon_diff.png" ), NULL, NULL, &m_pTextureShaderResource, NULL ) ) ) { MessageBox( NULL, TEXT( "Can't load Texture" ), TEXT( "Error" ), MB_OK ); return false; } m_pDiffuseTextureVariable = m_pEffect->GetVariableByName( "diffuseTexture" )->AsShaderResource(); m_pDiffuseTextureVariable->SetResource( m_pTextureShaderResource ); Finally, the draw function code: //All drawing will occur between the clear and present m_pViewMatrixVariable->SetMatrix( ( float* )m_matView ); m_pWorldMatrixVariable->SetMatrix( ( float* )m_pGameObjectTest->getWorld() ); //Get the stride(size) of the a vertex, we need this to tell the pipeline the size of one vertex UINT stride = m_pTestRenderable->getStride(); //The offset from start of the buffer to where our vertices are located UINT offset = m_pTestRenderable->getOffset(); ID3D10Buffer * pVB=m_pTestRenderable->getVB(); //Bind the vertex buffer to input assembler stage - md3dDevice->IASetVertexBuffers( 0, 1, &pVB, &stride, &offset ); md3dDevice->IASetIndexBuffer( m_pTestRenderable->getIB(), DXGI_FORMAT_R32_UINT, 0 ); //Get the Description of the technique, we need this in order to loop through each pass in the technique D3D10_TECHNIQUE_DESC techDesc; m_pTechnique->GetDesc( &techDesc ); //Loop through the passes in the technique for( UINT p = 0; p < techDesc.Passes; ++p ) { //Get a pass at current index and apply it m_pTechnique->GetPassByIndex( p )->Apply( 0 ); //Draw call md3dDevice->DrawIndexed(m_pTestRenderable->getNumOfIndices(),0,0); //m_pD3D10Device->Draw(m_pTestRenderable->getNumOfVerts(),0); } Is there anything I've clearly done wrong or are missing? Spent 2 weeks trying to workout what on earth I've done wrong to no avail. Any insight a fresh pair eyes could give on this would be great.

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  • lost the vertical scroll function in touchpad after upgrading from 13.04 to 13.10

    - by Lars Lundblad
    just upgraded from Ubuntu 13.04 to Ubuntu 13.10, my Laptop is a Sony SVE1512c6ew, scrolling worked perfectly in Ubuntu 13.04, doesnt work at all in 13.10 Runs Ubuntu 13.10 64bits (btw, tested it i Windows 8 environment works there)Hardware OK, have seen a number of other users with the same problem, well for starters have followed the tip on using the dconf editor, following the path: org gnome settings-daemon peripherals touchpad boxed in all for sure... still cant get vertical scroll...... Any ideas??? Thanks in advance Lars Lundblad / please feel free to mail answers to [email protected] Input device information according to Udev: Input device Subsystem: input Devtype: n/a Name: input7 Number: 7 Sysfs_path: /sys/devices/platform/i8042/serio1/input/input7 Driver: n/a Action: n/a Seqnum: n/a Device type: n/a Device number: 0 Device file: n/a Device file symlinks: n/a Touchpad device Subsystem: input Devtype: n/a Name: mouse1 Number: 1 Sysfs_path: /sys/devices/platform/i8042/serio1/input/input7/mouse1 Driver: n/a Action: n/a Seqnum: n/a Device type: char Device number: 3361 Device file: /dev/input/mouse1 Device file symlinks: /dev/input/by-path/platform-i8042-serio-1-mouse

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  • Typical text encoding+BOM, and EOL behavior on mobile devices

    - by Dan W
    Typical things to worry about when dealing with text are the BOM/signature, encoding, and the end of line (EOL) char/chars. I know that Windows often favours \r\n (CR+LF) and Mac/Linux favours \n (LF), but how about mobile devices such as the iPhone and Android? Do typical apps on those platforms favour one or the other? Also, which text encodings are mobiles most likely to use - UTF-8, iso-8859-1, or even Windows 1252 (or other default codepage) or maybe even UTF-16? And if they use UTF-8/16, are they likely to need (or require not having) a BOM/signature? What is the typical behavior here?

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  • gcc no longer works after up grade to latest Ubuntu

    - by Hugh S. Myers
    As an example: hsmyers@ubuntu:~/c_dev$ cat hello.c #include <stdio.h> int main(int argc,char **argv) { printf("Hello World!\n"); return 0; } hsmyers@ubuntu:~/c_dev$ gcc -c -o hello.o hello.c In file included from /usr/include/stdio.h:28:0, from hello.c:1: /usr/include/features.h:323:26: fatal error: bits/predefs.h: No such file or directory compilation terminated. At a guess somewhere along the way after trying to fix the error message: /usr/bin/ld: cannot find crt1.o: No such file or directory I've munged things up completely. Could anyone please advise? --hsm

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  • Dell inspiron 3537 keyboard and touchpad

    - by PeterJack
    With new dell inspiron 3537 keyboard works fine with livecd. Everything stable. Touchpad don't works at all but this is not big deal because I have external mouse. But when i install system on disk and reboot I can't event pass my password to account. Keyboard suspend on second lub some char and repeat(example peteeeeeeeeeeee - stuck on e). I try linux mint(13, 15, 17), ubuntu(12.04, 14.04), fedora - always the same work only on livecd. can't find any solution. Sometimes not suspend on key but only freeze. Whatever i press it's response.

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  • What is really happening when we change encoding in a string?

    - by Jim Thio
    http://php.net/manual/en/function.mb-convert-encoding.php Say I do: $encoded = mb_convert_encoding ($original); That looks like simple enough. WHat I am imagining is the following $original has a pointer to the way the string is actually encoded. Something like char * kind of thing. And then there are things like what the character actually encoded. It's probably somewhere along UTF-64 kind of thing where each glyph is indeed a character. Now when we do $encoded = mb_convert_encoding ($original); several thing can happen: the original internal representation doesn't change however it is REINTERPRETED so that the code that show up differs the original string that it represent doesn't change however the ENCODING change. Which one is right?

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  • Pointer initialization doubt

    - by Jestin Joy
    We could initialize a character pointer like this in C. char *c="test"; Where c points to the first character(t). But when I gave code like below. It gives segmentation fault. #include<stdio.h> #include<stdlib.h> main() { int *i; *i=0; printf("%d",*i); } But when I give #include<stdio.h> #include<stdlib.h> main() { int *i; i=(int *)malloc(2); *i=0; printf("%d",*i); } It works( gives output 0). Also when I give malloc(0), It also works( gives output 0). Please tell what is happening

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  • gtk glade need help

    - by shiv garg
    I am using glade to make an user interface. i have successfully generated the glade file Now i have to include this file in my C code. I am using following code: #include <stdlib.h> #include<gtk/gtk.h> int main (int argc, char *argv[]) { GtkWidget *builder,*window,*button; gtk_init (&argc, &argv); builder=gtk_builder_new(); gtk_builder_add_from_file(builder,"shiv.glade",NULL); window=GTK_WIDGET (gtk_builder_get_object(builder,"window1")) ; button=GTK_WIDGET (gtk_builder_get_object(builder,"button1")); g_object_unref(G_OBJECT(builder)); gtk_widget_show(button); gtk_widget_show(window); gtk_main (); return 0; } My UI is a simple window having a button without any callback function. I am getting following errors on execution GTK-CRITICAL **: IA__gtk_widget_show assertion 'GTK_IS_WIDGET(widget)' failed

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  • Global UTF-encoding, the right way

    - by mowgli
    I'm curious, as to what is the right way to have UTF-8 encoding on all web files All my files (incl. CSS and JS) are made and saved in UTF-8 encoding In PHP, I set the char-set on top of the main page (this page includes all others) with: header('Content-type: text/html; charset=utf-8'); In the same page I have this html meta tag: <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> Then I stubled upon an external css file that has this on first line: @charset "UTF-8"; And now I wonder, should I set the charset INSIDE all my CSS/JS files too, like that? And/or should I serve each file with charset=utf-8 in the meta tag?

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  • structure problem in Relational DBMS creation

    - by Kane
    For learning and understanding purpose, I currently want to try to make a small relational DBMS with simple features like (for now) only sequential reading/writing and CREATE TABLE, INSERT, SELECT, UPDATE and DELETE management. I am currently on the "think" part of the project and I am stuck on the way to store the read data in memory. First I was thinking of putting them properly on a structure, but the problem is that tables are all different, know the type of each column is not an issue, but I am not sure C provide a way to make fully dynamic structure. My second and current idea is to make a simple char array of the required length and just get the data by order with cast. But I am not sure if it is the good way to do that part, so I wanted to ask for your opinion and advices about that. Thanks in advance for your help. nb: I hope my question is enough clear and understandable, I still lack of pratice in english

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  • printing reverse in singly link list using pointers

    - by theoneabhinav
    i have been trying this code. i think the logic is ok but the program terminates abruptly when the display_rev function is called here is code of display_rev void display_rev(emp_node *head) { emp_node *p=head, *q; while(p->next != NULL) p=p->next; while(p!=head || p==head){ q=head; display_rec(p); while(q->next != p) q=q->next; p=q; } } here is my whole code #include<stdio.h> #include<stdlib.h> #include<ctype.h> #include<string.h> //Declarations=============================================================== typedef struct //employee record { int emp_id; char name[150]; char mob_no[11]; float salary; int proj[5]; struct emp_node *next; } emp_node; emp_node* add_rec(emp_node*); emp_node* create_db(emp_node*); emp_node* search_db(emp_node*, int); emp_node* delete_rec(emp_node*, int); void read_name(emp_node*); void read_mob(emp_node*); void display_db(emp_node*); void display_rec(emp_node*); void display_rev(emp_node*); void modify_rec(emp_node*); void swtch(emp_node*); //=========================================================================== int main() { char ans; emp_node *head = NULL; head = create_db(head); display_db(head); do { swtch(head); printf("\n\n\tDo you want to continue (y/n) : "); getchar(); scanf("%c", &ans); } while (ans == 'y' || ans == 'Y'); return 0; } //Definitions================================================================ emp_node* create_db(emp_node *head) //database creation { int i = 1, no; emp_node *p; printf("Enter number of employees:"); scanf("%d", &no); printf("\n\n"); head = (emp_node *) malloc(sizeof(emp_node)); head = add_rec(head); head->next = NULL; p = head; while (i < no) { p->next = (emp_node *) malloc(sizeof(emp_node)); p = p->next; p = add_rec(p); p->next = NULL; i++; } return head; } emp_node* add_rec(emp_node *p) //new record { int j; printf("\n\tEmployee ID : "); scanf("%d", &(p->emp_id)); printf("\n\tFirst Name:"); read_name(p); printf("\n\tMobile No.:"); read_mob(p); printf("\n\tSalary :"); scanf("%f", &(p->salary)); printf( "\n\tEnter \"1\" for the projects employee is working on, otherwise enter \"0\": \n"); for (j = 0; j < 5; j++) { printf("\n\t\tProject No. %d : ", j + 1); scanf("%d", &(p->proj[j])); while (p->proj[j] != 1 && p->proj[j] != 0) { printf("\n\nInvalid entry!! Please re-enter."); printf("\n\t\tProject No. %d : ", j + 1); scanf("%d", &(p->proj[j])); } } printf("\n\n\n"); return p; } void read_name(emp_node *p) //validation for name { int j, len; scanf("%s", p->name); len = strlen(p->name); for (j = 0; j < len; j++) { if (!isalpha(p->name[j])) { printf( "\n\n\tInvalid name!!Can contain only characters. Please Re-enter.\n"); printf("\n\tName : "); read_name(p); } } } void read_mob(emp_node *p) //validation for mobile no. { int j; scanf("%s", p->mob_no); while (strlen(p->mob_no) != 10) { printf("\n\nInvalid Mobile No!!Please Re-enter"); printf("\n\n\tMobile No.:"); read_mob(p); } for (j = 0; j < 10; j++) { if (!(48 <= p->mob_no[j] && p->mob_no[j] <= 57)) { printf( "\n\nInvalid Mobile No!!Can contain only digits. Please Re-enter."); printf("\n\n\tMobile No.:"); read_mob(p); } } } void display_db(emp_node *head) //displaying whole database { emp_node *p; p = head; printf("\n\n\t\t****** EMPLOYEE DATABASE ******\n"); printf( "\n=============================================================================="); printf("\n Id.\t Name\t\t Mobile No\t Salary\t Projects\n"); while (p != NULL) { display_rec(p); p = p->next; printf("\n\n\n"); } printf( "\n=============================================================================="); } void swtch(emp_node *head) //function for menu and switch case { int cho, x; emp_node *p; printf("\n\n\t\t****** MENU ******"); printf( "\n\n\t1. insert Record\n\t2. Search Record\n\t3. Modify Record\n\t4. Delete Record\n\t5. Display Reverse\n\t6. Exit"); printf("\n\tWhich operation do you want to perform? "); scanf("%d", &cho); switch (cho) { case 1: p=head; while(p->next != NULL) p=p->next; p->next = (emp_node *) malloc(sizeof(emp_node)); p=p->next; p = add_rec(p); p->next = NULL; display_db(head); break; case 2: printf("\n\n\tEnter employee ID whose record is to be Searched :"); scanf("%d", &x); p = search_db(head, x); if (p == NULL) printf("\n\nRecord not found."); else display_rec(p); break; case 3: printf("\n\n\tEnter employee ID whose record is to be modified :"); scanf("%d", &x); p = search_db(head, x); if (p == NULL) printf("\n\nRecord not found."); else modify_rec(p); display_db(head); break; case 4: printf("\n\n\tEnter employee ID whose record is to be deleted :"); scanf("%d", &x); head = delete_rec(head, x); display_db(head); break; case 5: display_rev(head); case 6: exit(0); default: printf("Invalid Choice!! Please try again."); } } emp_node* search_db(emp_node *head, int id) //search database { emp_node *p = head; while (p != NULL) { if (p->emp_id == id) return p; p = p->next; } return NULL; } void display_rec(emp_node *p) //display a single record { int j; printf("\n %d", p->emp_id); printf("\t %10s", p->name); printf("\t %10s", p->mob_no); printf("\t %05.2f", p->salary); printf("\t "); for (j = 0; j < 5; j++) { if (p->proj[j] == 1) printf(" %d,", j + 1); } } void modify_rec(emp_node *p) //modifying a record { int j, cho; char ch1, edt; do { printf( "\n\t1. Name\n\t2. Email Address\n\t3. Mobile No.\n\t4. Salary\n\t5. Date of birth\n\t6. Projects\n"); printf("Enter your choice : "); scanf("%d", &cho); switch (cho) { case 1: printf("\n\tPrevious name:%s", p->name); printf("\n\tDo you want to edit ? (y/n)"); getchar(); scanf("%c", &ch1); if (ch1 == 'y' || ch1 == 'Y') { printf("\n\tEnter New Name:"); read_name(p); } break; case 2: printf("\n\tPrevious Mobile No. : %s", p->mob_no); printf("\n\tDo you want to edit ? (y/n)"); getchar(); scanf("%c", &ch1); if (ch1 == 'y' || ch1 == 'Y') { printf("\n\tEnter New Mobile No. :"); read_mob(p); } break; case 3: printf("\n\tPrevious salary is : %f", p->salary); printf("\n\tDo you want to edit ? (y/n)"); getchar(); scanf("%c", &ch1); if (ch1 == 'y' || ch1 == 'Y') { printf("\n\tEnter New salary:"); scanf("%f", &(p->salary)); } break; case 4: printf("the employee is currently working on project no. "); for (j = 0; j < 5; j++) { if (p->proj[j] == 1) printf(" %d,", j + 1); } printf("\n\tDo you want to edit ? (y/n)"); getchar(); scanf("%c", &ch1); if (ch1 == 'y' || ch1 == 'Y') { printf( "\n\tEnter \"1\" for the projects employee is working on : \n"); for (j = 0; j < 5; j++) { printf("\n\t\tProject No. %d : ", j + 1); scanf("%d", &(p->proj[j])); while (p->proj[j] != 1) { printf("\n\nInvalid entry!! Please re-enter."); printf("\n\t\tProject No. %d : ", j + 1); scanf("%d", &(p->proj[j])); } } } break; default: printf("\n\nInvalid Choice!! Please Try again."); } printf("\n\nDo you want to edit any other fields ?(y/n)"); getchar(); scanf("%c", &edt); } while (edt == 'y' || edt == 'Y'); } emp_node* delete_rec(emp_node *head, int id) //physical deletion of record { emp_node *p = head, *q; if (head->emp_id == id) { head = head->next; free(p); return head; } else { q = p->next; while (q->emp_id != id) { p = p->next; q = q->next; } if (q->next == NULL) p->next = NULL; else p->next = q->next; free(q); return head; } } void display_rev(emp_node *head) { emp_node *p=head, *q; while(p->next != NULL) p=p->next; while(p!=head || p==head){ q=head; display_rec(p); while(q->next != p) q=q->next; p=q; } }

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  • Escaping In Expressions

    The expressions language is a C style syntax, so you may need to escape certain characters, for example: "C:\FolderPath\" + @VariableName Should be "C:\\FolderPath\\" + @VariableName Another use of the escape sequence allows you to specify character codes, like this \xNNNN, where NNNN is the Unicode character code that you want. For example the following expression will produce the same result as the previous example as the Unicode character code 005C equals a back slash character: "C:\x005CFolderPath\x005C" + @VariableName For more information about Unicode characters see http://www.unicode.org/charts/ Literals are also supported within expressions, both string literals using the common escape sequence syntax as well as modifiers which influence the handling of numeric values. See the "Literals (SSIS)":http://msdn2.microsoft.com/en-US/library/ms141001(SQL.90).aspx topic. Using the Unicode escaped character sequence you can make up for the lack of a CHAR function or equivalent.

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