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  • IntelliSense for Razor Hosting in non-Web Applications

    - by Rick Strahl
    When I posted my Razor Hosting article a couple of weeks ago I got a number of questions on how to get IntelliSense to work inside of Visual Studio while editing your templates. The answer to this question is mainly dependent on how Visual Studio recognizes assemblies, so a little background is required. If you open a template just on its own as a standalone file by clicking on it say in Explorer, Visual Studio will open up with the template in the editor, but you won’t get any IntelliSense on any of your related assemblies that you might be using by default. It’ll give Intellisense on base System namespace, but not on your imported assembly types. This makes sense: Visual Studio has no idea what the assembly associations for the single file are. There are two options available to you to make IntelliSense work for templates: Add the templates as included files to your non-Web project Add a BIN folder to your template’s folder and add all assemblies required there Including Templates in your Host Project By including templates into your Razor hosting project, Visual Studio will pick up the project’s assembly references and make IntelliSense available for any of the custom types in your project and on your templates. To see this work I moved the \Templates folder from the samples from the Debug\Bin folder into the project root and included the templates in the WinForm sample project. Here’s what this looks like in Visual Studio after the templates have been included:   Notice that I take my original example and type cast the Context object to the specific type that it actually represents – namely CustomContext – by using a simple code block: @{ CustomContext Model = Context as CustomContext; } After that assignment my Model local variable is in scope and IntelliSense works as expected. Note that you also will need to add any namespaces with the using command in this case: @using RazorHostingWinForm which has to be defined at the very top of a Razor document. BTW, while you can only pass in a single Context 'parameter’ to the template with the default template I’ve provided realize that you can also assign a complex object to Context. For example you could have a container object that references a variety of other objects which you can then cast to the appropriate types as needed: @{ ContextContainer container = Context as ContextContainer; CustomContext Model = container.Model; CustomDAO DAO = container.DAO; } and so forth. IntelliSense for your Custom Template Notice also that you can get IntelliSense for the top level template by specifying an inherits tag at the top of the document: @inherits RazorHosting.RazorTemplateFolderHost By specifying the above you can then get IntelliSense on your base template’s properties. For example, in my base template there are Request and Response objects. This is very useful especially if you end up creating custom templates that include your custom business objects as you can get effectively see full IntelliSense from the ‘page’ level down. For Html Help Builder for example, I’d have a Help object on the page and assuming I have the references available I can see all the way into that Help object without even having to do anything fancy. Note that the @inherits key is a GREAT and easy way to override the base template you normally specify as the default template. It allows you to create a custom template and as long as it inherits from the base template it’ll work properly. Since the last post I’ve also made some changes in the base template that allow hooking up some simple initialization logic so it gets much more easy to create custom templates and hook up custom objects with an IntializeTemplate() hook function that gets called with the Context and a Configuration object. These objects are objects you can pass in at runtime from your host application and then assign to custom properties on your template. For example the default implementation for RazorTemplateFolderHost does this: public override void InitializeTemplate(object context, object configurationData) { // Pick up configuration data and stuff into Request object RazorFolderHostTemplateConfiguration config = configurationData as RazorFolderHostTemplateConfiguration; this.Request.TemplatePath = config.TemplatePath; this.Request.TemplateRelativePath = config.TemplateRelativePath; // Just use the entire ConfigData as the model, but in theory // configData could contain many objects or values to set on // template properties this.Model = config.ConfigData as TModel; } to set up a strongly typed Model and the Request object. You can do much more complex hookups here of course and create complex base template pages that contain all the objects that you need in your code with strong typing. Adding a Bin folder to your Template’s Root Path Including templates in your host project works if you own the project and you’re the only one modifying the templates. However, if you are distributing the Razor engine as a templating/scripting solution as part of your application or development tool the original project is likely not available and so that approach is not practical. Another option you have is to add a Bin folder and add all the related assemblies into it. You can also add a Web.Config file with assembly references for any GAC’d assembly references that need to be associated with the templates. Between the web.config and bin folder Visual Studio can figure out how to provide IntelliSense. The Bin folder should contain: The RazorHosting.dll Your host project’s EXE or DLL – renamed to .dll if it’s an .exe Any external (bin folder) dependent assemblies Note that you most likely also want a reference to the host project if it contains references that are going to be used in templates. Visual Studio doesn’t recognize an EXE reference so you have to rename the EXE to DLL to make it work. Apparently the binary signature of EXE and DLL files are identical and it just works – learn something new everyday… For GAC assembly references you can add a web.config file to your template root. The Web.config file then should contain any full assembly references to GAC components: <configuration> <system.web> <compilation debug="true"> <assemblies> <add assembly="System.Web.Mvc, Version=3.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35" /> <add assembly="System.Web, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a" /> <add assembly="System.Web.Extensions, Version=4.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35" /> </assemblies> </compilation> </system.web> </configuration> And with that you should get full IntelliSense. Note that if you add a BIN folder and you also have the templates in your Visual Studio project Visual Studio will complain about reference conflicts as it’s effectively seeing both the project references and the ones in the bin folder. So it’s probably a good idea to use one or the other but not both at the same time :-) Seeing IntelliSense in your Razor templates is a big help for users of your templates. If you’re shipping an application level scripting solution especially it’ll be real useful for your template consumers/users to be able to get some quick help on creating customized templates – after all that’s what templates are all about – easy customization. Making sure that everything is referenced in your bin folder and web.config is a good idea and it’s great to see that Visual Studio (and presumably WebMatrix/Visual Web Developer as well) will be able to pick up your custom IntelliSense in Razor templates.© Rick Strahl, West Wind Technologies, 2005-2011Posted in Razor  

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  • Top 10 posts of 2010

    - by nmarun
    I quote one of my professors when I say: “We Share – We Improve”. It is through blogging that I’ve learned quite a bit. The ‘R&D’ done to learn and perfect a technology and the comments by other experts adds towards skill-set building. Below are some of the articles that I’m glad I blogged about. ASP.NET MVC 2 Model Binding for a Collection MVC 3 - first look To ref or not to ref Xap Reflector – Silverlight 4 Beware of const members LINQ to JS COM Automation with OpenOffice – Silverlight 4 VS 2010 Productivity Power Tools Using Unity Application Block – from basics to generics ASP.NET MVC Model Binding Wishing you all a happy 2011 and keep/start blogging!

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  • Weird y offset when using custom frag shader (Cocos2d-x)

    - by Mister Guacamole
    I'm trying to mask a sprite so I wrote a simple fragment shader that renders only the pixels that are not hidden under another texture (the mask). The problem is that it seems my texture has its y-coordinate offset after passing through the shader. This is the init method of the sprite (GroundZone) I want to mask: bool GroundZone::initWithSize(Size size) { // [...] // Setup the mask of the sprite m_mask = RenderTexture::create(textureWidth, textureHeight); m_mask->retain(); m_mask->setKeepMatrix(true); Texture2D *maskTexture = m_mask->getSprite()->getTexture(); maskTexture->setAliasTexParameters(); // Disable linear interpolation on the mask // Load the custom frag shader with a default vert shader as the sprite’s program FileUtils *fileUtils = FileUtils::getInstance(); string vertexSource = ccPositionTextureA8Color_vert; string fragmentSource = fileUtils->getStringFromFile( fileUtils->fullPathForFilename("CustomShader_AlphaMask_frag.fsh")); GLProgram *shader = new GLProgram; shader->initWithByteArrays(vertexSource.c_str(), fragmentSource.c_str()); shader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION); shader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS); shader->link(); CHECK_GL_ERROR_DEBUG(); shader->updateUniforms(); CHECK_GL_ERROR_DEBUG(); int maskTexUniformLoc = shader->getUniformLocationForName("u_alphaMaskTexture"); shader->setUniformLocationWith1i(maskTexUniformLoc, 1); this->setShaderProgram(shader); shader->release(); // [...] } These are the custom drawing methods for actually drawing the mask over the sprite: You need to know that m_mask is modified externally by another class, the onDraw() method only render it. void GroundZone::draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated) { m_renderCommand.init(_globalZOrder); m_renderCommand.func = CC_CALLBACK_0(GroundZone::onDraw, this, transform, transformUpdated); renderer->addCommand(&m_renderCommand); Sprite::draw(renderer, transform, transformUpdated); } void GroundZone::onDraw(const kmMat4 &transform, bool transformUpdated) { GLProgram *shader = this->getShaderProgram(); shader->use(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, m_mask->getSprite()->getTexture()->getName()); glActiveTexture(GL_TEXTURE0); } Below is the method (located in another class, GroundLayer) that modify the mask by drawing a line from point start to point end. Both points are in Cocos2d coordinates (Point (0,0) is down-left). void GroundLayer::drawTunnel(Point start, Point end) { // To dig a line, we need first to get the texture of the zone we will be digging into. Then we get the // relative position of the start and end point in the zone's node space. Finally we use the custom shader to // draw a mask over the existing texture. for (auto it = _children.begin(); it != _children.end(); it++) { GroundZone *zone = static_cast<GroundZone *>(*it); Point nodeStart = zone->convertToNodeSpace(start); Point nodeEnd = zone->convertToNodeSpace(end); // Now that we have our two points converted to node space, it's easy to draw a mask that contains a line // going from the start point to the end point and that is then applied over the current texture. Size groundZoneSize = zone->getContentSize(); RenderTexture *rt = zone->getMask(); rt->begin(); { // Draw a line going from start and going to end in the texture, the line will act as a mask over the // existing texture DrawNode *line = DrawNode::create(); line->retain(); line->drawSegment(nodeStart, nodeEnd, 20, Color4F::RED); line->visit(); } rt->end(); } } Finally, here's the custom shader I wrote. #ifdef GL_ES precision mediump float; #endif varying vec2 v_texCoord; uniform sampler2D u_texture; uniform sampler2D u_alphaMaskTexture; void main() { float maskAlpha = texture2D(u_alphaMaskTexture, v_texCoord).a; float texAlpha = texture2D(u_texture, v_texCoord).a; float blendAlpha = (1.0 - maskAlpha) * texAlpha; // Show only where mask is invisible vec3 texColor = texture2D(u_texture, v_texCoord).rgb; gl_FragColor = vec4(texColor, blendAlpha); return; } I got a problem with the y coordinates. Indeed, it seems that once it has passed through my custom shader, the sprite's texture is not at the right place: Without custom shader (the sprite is the brown thing): With custom shader: What's going on here? Thanks :) EDIT It looks like after passing through the shader when I set the position of the sprite I set it in points, with (0,0) being in the top-right. Indeed, when I do sprite->setPosition(320, 480), the sprite is perfectly placed at the top of the screen.

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  • Normal maps red in OpenGL?

    - by KaiserJohaan
    I am using Assimp to import 3d models, and FreeImage to parse textures. The problem I am having is that the normal maps are actually red rather than blue when I try to render them as normal diffuse textures. http://i42.tinypic.com/289ing3.png When I open the images in a image-viewing program they do indeed show up as blue. Heres when I create the texture; OpenGLTexture::OpenGLTexture(const std::vector<uint8_t>& textureData, uint32_t textureWidth, uint32_t textureHeight, TextureType textureType, Logger& logger) : mLogger(logger), mTextureID(gNextTextureID++), mTextureType(textureType) { glGenTextures(1, &mTexture); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, mTexture); CHECK_GL_ERROR(mLogger); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, glTextureFormat, GL_UNSIGNED_BYTE, &textureData[0]); CHECK_GL_ERROR(mLogger); glGenerateMipmap(GL_TEXTURE_2D); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, 0); CHECK_GL_ERROR(mLogger); } Here is my fragment shader. You can see I just commented out the normal-map parsing and treated the normal map texture as the diffuse texture to display it and illustrate the problem. As for the rest of the code it interacts as expected with the diffuse textures so I dont see a obvious problem there. "#version 330 \n \ \n \ layout(std140) uniform; \n \ \n \ const int MAX_LIGHTS = 8; \n \ \n \ struct Light \n \ { \n \ vec4 mLightColor; \n \ vec4 mLightPosition; \n \ vec4 mLightDirection; \n \ \n \ int mLightType; \n \ float mLightIntensity; \n \ float mLightRadius; \n \ float mMaxDistance; \n \ }; \n \ \n \ uniform UnifLighting \n \ { \n \ vec4 mGamma; \n \ vec3 mViewDirection; \n \ int mNumLights; \n \ \n \ Light mLights[MAX_LIGHTS]; \n \ } Lighting; \n \ \n \ uniform UnifMaterial \n \ { \n \ vec4 mDiffuseColor; \n \ vec4 mAmbientColor; \n \ vec4 mSpecularColor; \n \ vec4 mEmissiveColor; \n \ \n \ bool mHasDiffuseTexture; \n \ bool mHasNormalTexture; \n \ bool mLightingEnabled; \n \ float mSpecularShininess; \n \ } Material; \n \ \n \ uniform sampler2D unifDiffuseTexture; \n \ uniform sampler2D unifNormalTexture; \n \ \n \ in vec3 frag_position; \n \ in vec3 frag_normal; \n \ in vec2 frag_texcoord; \n \ in vec3 frag_tangent; \n \ in vec3 frag_bitangent; \n \ \n \ out vec4 finalColor; " " \n \ \n \ void CalcGaussianSpecular(in vec3 dirToLight, in vec3 normal, out float gaussianTerm) \n \ { \n \ vec3 viewDirection = normalize(Lighting.mViewDirection); \n \ vec3 halfAngle = normalize(dirToLight + viewDirection); \n \ \n \ float angleNormalHalf = acos(dot(halfAngle, normalize(normal))); \n \ float exponent = angleNormalHalf / Material.mSpecularShininess; \n \ exponent = -(exponent * exponent); \n \ \n \ gaussianTerm = exp(exponent); \n \ } \n \ \n \ vec4 CalculateLighting(in Light light, in vec4 diffuseTexture, in vec3 normal) \n \ { \n \ if (light.mLightType == 1) // point light \n \ { \n \ vec3 positionDiff = light.mLightPosition.xyz - frag_position; \n \ float dist = max(length(positionDiff) - light.mLightRadius, 0); \n \ \n \ float attenuation = 1 / ((dist/light.mLightRadius + 1) * (dist/light.mLightRadius + 1)); \n \ attenuation = max((attenuation - light.mMaxDistance) / (1 - light.mMaxDistance), 0); \n \ \n \ vec3 dirToLight = normalize(positionDiff); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (attenuation * angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (attenuation * gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 2) // directional light \n \ { \n \ vec3 dirToLight = normalize(light.mLightDirection.xyz); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 4) // ambient light \n \ return diffuseTexture * Material.mAmbientColor * light.mLightIntensity * light.mLightColor; \n \ else \n \ return vec4(0.0); \n \ } \n \ \n \ void main() \n \ { \n \ vec4 diffuseTexture = vec4(1.0); \n \ if (Material.mHasDiffuseTexture) \n \ diffuseTexture = texture(unifDiffuseTexture, frag_texcoord); \n \ \n \ vec3 normal = frag_normal; \n \ if (Material.mHasNormalTexture) \n \ { \n \ diffuseTexture = vec4(normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0), 1.0); \n \ // vec3 normalTangentSpace = normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0); \n \ //mat3 tangentToWorldSpace = mat3(normalize(frag_tangent), normalize(frag_bitangent), normalize(frag_normal)); \n \ \n \ // normal = tangentToWorldSpace * normalTangentSpace; \n \ } \n \ \n \ if (Material.mLightingEnabled) \n \ { \n \ vec4 accumLighting = vec4(0.0); \n \ \n \ for (int lightIndex = 0; lightIndex < Lighting.mNumLights; lightIndex++) \n \ accumLighting += Material.mEmissiveColor * diffuseTexture + \n \ CalculateLighting(Lighting.mLights[lightIndex], diffuseTexture, normal); \n \ \n \ finalColor = pow(accumLighting, Lighting.mGamma); \n \ } \n \ else { \n \ finalColor = pow(diffuseTexture, Lighting.mGamma); \n \ } \n \ } \n"; Why is this? does normal-map textures need some sort of special treatment in opengl?

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  • Circular Bullet Spread not Even

    - by SoulBeaver
    I'm creating a bullet shooter much in the style of Touhou. Right now I want to have a very simple circular shot being fired from the enemy. See this picture: As you can see, the spacing is very uneven, which isn't very good if you want to survive. The code I'm using is this: private function shoot() : void { const BULLETS_PER_WAVE : int = 72; var interval : Number = BULLETS_PER_WAVE / 360; for (var i : int = 0; i < BULLETS_PER_WAVE; ++i { var xSpeed : Number = GameConstants.BULLET_NORMAL_SPEED_X * Math.sin(i * interval); var ySpeed : Number = GameConstants.BULLET_NORMAL_SPEED_Y * Math.cos(i * interval); BulletFactory.createNormalBullet(bulletColor_, alice_.center, xSpeed, ySpeed); } canShoot_ = false; cooldownTimer_.start(); } I imagine my mistake is in the sin, cos functions, but I'm not entirely sure what's wrong.

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  • La fondation Eclipse sort Eclipse Juno 3.8 /4.2, une double version de l'EDI riche en nouveautés

    La fondation Eclipse sort Eclipse Juno 3.8 /4.2 La fondation Eclipse vient de sortir la version Juno d'Eclipse. Une nouvelle version d'Eclipse est disponible. Elle porte le nom de Juno. Cette version est en fait une double version, puisque nous avons droit à la fois à la version 3.8 ainsi qu'à la version 4.2. Il faut savoir que la version 3.8 est la dernière "version" pour Eclipse 3.XX. Des versions de maintenance sont prévue pour la 3.8, mais aucune version majeure supérieure n'est prévue dans les 3.XX. Cela tient d'une volonté de la fondation Eclipse de basculer majoritairement sur les versions 4.XX. La version 4 (précédemment baptisé e4) d'Eclipse est en développement depuis 4 ans et const...

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • Simple iOS glDrawElements - BAD_ACCESS

    - by user699215
    You can copy paste this into the default OpenGl template created in Xcode. Why am I not seeing anything :-) It is strange as the glDrawArrays(GL_TRIANGLES, 0, 3); is working fine, but with glDrawElements(GL_TRIANGLE_STRIP, sizeof(indices)/sizeof(GLubyte), GL_UNSIGNED_BYTE, indices); Is giving BAD_ACCESS? Copy paste this into Xcode default OpenGl template: ViewController #import "ViewController.h" #define BUFFER_OFFSET(i) ((char *)NULL + (i)) // Uniform index. enum { UNIFORM_MODELVIEWPROJECTION_MATRIX, UNIFORM_NORMAL_MATRIX, NUM_UNIFORMS }; GLint uniforms[NUM_UNIFORMS]; // Attribute index. enum { ATTRIB_VERTEX, ATTRIB_NORMAL, NUM_ATTRIBUTES }; @interface ViewController () { GLKMatrix4 _modelViewProjectionMatrix; GLKMatrix3 _normalMatrix; float _rotation; GLuint _vertexArray; GLuint _vertexBuffer; NSArray* arrayOfVertex; } @property (strong, nonatomic) EAGLContext *context; @property (strong, nonatomic) GLKBaseEffect *effect; - (void)setupGL; - (void)tearDownGL; @end @implementation ViewController - (void)viewDidLoad { [super viewDidLoad]; self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]; GLKView *view = (GLKView *)self.view; view.context = self.context; view.drawableDepthFormat = GLKViewDrawableDepthFormat24; [self setupGL]; } - (void)dealloc { [self tearDownGL]; if ([EAGLContext currentContext] == self.context) { [EAGLContext setCurrentContext:nil]; } } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; if ([self isViewLoaded] && ([[self view] window] == nil)) { self.view = nil; [self tearDownGL]; if ([EAGLContext currentContext] == self.context) { [EAGLContext setCurrentContext:nil]; } self.context = nil; } // Dispose of any resources that can be recreated. } GLuint vertexBufferID; GLuint indexBufferID; static const GLfloat vertices[9] = { -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5 }; static const GLubyte indices[3] = { 0, 1, 2 }; - (void)setupGL { [EAGLContext setCurrentContext:self.context]; // [self loadShaders]; self.effect = [[GLKBaseEffect alloc] init]; self.effect.light0.enabled = GL_TRUE; self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f); glEnable(GL_DEPTH_TEST); // glGenVertexArraysOES(1, &_vertexArray); // glBindVertexArrayOES(_vertexArray); glGenBuffers(1, &vertexBufferID); glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glGenBuffers(1, &indexBufferID); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition, // Specifies the index of the generic vertex attribute to be modified. 3, // Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, 4. GL_FLOAT, // GL_FALSE, // 0, // BUFFER_OFFSET(0)); // // glBindVertexArrayOES(0); } - (void)tearDownGL { [EAGLContext setCurrentContext:self.context]; glDeleteBuffers(1, &_vertexBuffer); glDeleteVertexArraysOES(1, &_vertexArray); self.effect = nil; } #pragma mark - GLKView and GLKViewController delegate methods - (void)update { float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); self.effect.transform.projectionMatrix = projectionMatrix; GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f); baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f); // Compute the model view matrix for the object rendered with GLKit GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); self.effect.transform.modelviewMatrix = modelViewMatrix; // Compute the model view matrix for the object rendered with ES2 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL); _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); _rotation += self.timeSinceLastUpdate * 0.5f; } int i; - (void)glkView:(GLKView *)view drawInRect:(CGRect)rect { glClearColor(0.65f, 0.65f, 0.65f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // glBindVertexArrayOES(_vertexArray); // Render the object with GLKit [self.effect prepareToDraw]; //glDrawArrays(GL_TRIANGLES, 0, 3); // Render the object again with ES2 // glDrawArrays(GL_TRIANGLES, 0, 3); glDrawElements(GL_TRIANGLE_STRIP, sizeof(indices)/sizeof(GLubyte), GL_UNSIGNED_BYTE, indices); } @end

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  • How to get MAC address from c# [migrated]

    - by Andrew Simpson
    I have a C# application. In a routine I have code to get the MAC address from using SendARP. It works on Windows 7 but does not work on Windows XP. I just get a null string returned. This is my code. Thanks... System.Runtime.InteropServices.DllImport("iphlpapi.dll", ExactSpelling = true)] static extern int SendARP(int DestIP, int SrcIP, byte[] pMacAddr, ref int PhyAddrLen); public static PhysicalAddress GetMacAddress(IPAddress ipAddress) { const int MacAddressLength = 6; //i know it is has a length of 6 int length = MacAddressLength; var macBytes = new byte[MacAddressLength]; SendARP(BitConverter.ToInt32(ipAddress.GetAddressBytes(), 0), 0, macBytes, ref length); return new PhysicalAddress(macBytes); }

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  • My rhythm game runs choppy even with high frame rate

    - by felipedrl
    I'm coding a rhythm game and the game runs smoothly with uncapped fps. But when I try to cap it around 60 the game updates in little chunks, like hiccups, as if it was skipping frames or at a very low frame rate. The reason I need to cap frame rate is because in some computers I tested, the fps varies a lot (from ~80 - ~250 fps) and those drops are noticeable and degrade response time. Since this is a rhythm game this is very important. This issue is driving me crazy. I've spent a few weeks already on it and still can't figure out the problem. I hope someone more experienced than me could shed some light on it. I'll try to put here all the hints I've tried along with two pseudo codes for game loops I tried, so I apologize if this post gets too lengthy. 1st GameLoop: const uint UPDATE_SKIP = 1000 / 60; uint nextGameTick = SDL_GetTicks(); while(isNotDone) { // only false when a QUIT event is generated! if (processEvents()) { if (SDL_GetTicks() > nextGameTick) { update(UPDATE_SKIP); render(); nextGameTick += UPDATE_SKIP; } } } 2nd Game Loop: const uint UPDATE_SKIP = 1000 / 60; while (isNotDone) { LARGE_INTEGER startTime; QueryPerformanceCounter(&startTime); // process events will return false in case of a QUIT event processed if (processEvents()) { update(frameTime); render(); } LARGE_INTEGER endTime; do { QueryPerformanceCounter(&endTime); frameTime = static_cast<uint>((endTime.QuadPart - startTime.QuadPart) * 1000.0 / frequency.QuadPart); } while (frameTime < UPDATE_SKIP); } [1] At first I thought it was a timer resolution problem. I was using SDL_GetTicks, but even when I switched to QueryPerformanceCounter, supposedly less granular, I saw no difference. [2] Then I thought it could be due to a rounding error in my position computation and since game updates are smaller in high FPS that would be less noticeable. Indeed there is an small error, but from my tests I realized that it is not enough to produce the position jumps I'm getting. Also, another intriguing factor is that if I enable vsync I'll get smooth updates @60fps regardless frame cap code. So why not rely on vsync? Because some computers can force a disable on gfx card config. [3] I started printing the maximum and minimum frame time measured in 1sec span, in the hope that every a few frames one would take a long time but still not enough to drop my fps computation. It turns out that, with frame cap code I always get frame times in the range of [16, 18]ms, and still, the game "does not moves like jagger". [4] My process' priority is set to HIGH (Windows doesn't allow me to set REALTIME for some reason). As far as I know there is only one thread running along with the game (a sound callback, which I really don't have access to it). I'm using AudiereLib. I then disabled Audiere by removing it from the project and still got the issue. Maybe there are some others threads running and one of them is taking too long to come back right in between when I measured frame times, I don't know. Is there a way to know which threads are attached to my process? [5] There are some dynamic data being created during game run. But It is a little bit hard to remove it to test. Maybe I'll have to try harder this one. Well, as I told you I really don't know what to try next. Anything, I mean, anything would be of great help. What bugs me more is why at 60fps & vsync enabled I get an smooth update and at 60fps & no vsync I don't. Is there a way to implement software vsync? I mean, query display sync info? Thanks in advance. I appreciate the ones that got this far and yet again I apologize for the long post. Best Regards from a fellow coder.

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  • Is it bad practice to use the same name for arguments and members?

    - by stijn
    Sometimes I write constructor code like class X { public: X( const int numberOfThingsToDo ) : numberOfThingsToDo( numberOfThingsToDo ) { } private: int numberOfThingsToDo; }; or in C# class X { public X( int numberOfThingsToDo ) { this.numberOfThingsToDo = numberOfThingsToDo; } private int numberOfThingsToDo; } I think the main reason is that when I come up with a suitable member name, I see no reason to use a different one for the argument initializing it, and since I'm also no fan of using underscores the easiest is just to pick the same name. After all it's suitable. Is this considered bad practice however? Any drawbacks (apart from shooting yourself in the foot when forgetting the this in C#)?

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  • Simple Self Join Query Bad Performance

    - by user1514042
    Could anyone advice on how do I improve the performance of the following query. Note, the problem seems to be caused by where clause. Data (table contains a huge set of rows - 500K+, the set of parameters it's called with assums the return of 2-5K records per query, which takes 8-10 minutes currently): USE [SomeDb] GO SET ANSI_NULLS ON GO SET QUOTED_IDENTIFIER ON GO CREATE TABLE [dbo].[Data]( [x] [money] NOT NULL, [y] [money] NOT NULL, CONSTRAINT [PK_Data] PRIMARY KEY CLUSTERED ( [x] ASC )WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY] ) ON [PRIMARY] GO The Query select top 10000 s.x as sx, e.x as ex, s.y as sy, e.y as ey, e.y - s.y as y_delta, e.x - s.x as x_delta from Data s inner join Data e on e.x > s.x and e.x - s.x between xFrom and xTo --where e.y - s.y > @yDelta -- when uncommented causes a huge delay Update 1 - Execution Plan <?xml version="1.0" encoding="utf-16"?> <ShowPlanXML xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" Version="1.2" Build="11.0.2100.60" xmlns="http://schemas.microsoft.com/sqlserver/2004/07/showplan"> <BatchSequence> <Batch> <Statements> <StmtSimple StatementCompId="1" StatementEstRows="100" StatementId="1" StatementOptmLevel="FULL" StatementOptmEarlyAbortReason="GoodEnoughPlanFound" StatementSubTreeCost="0.0263655" StatementText="select top 100&#xD;&#xA;s.x as sx,&#xD;&#xA;e.x as ex,&#xD;&#xA;s.y as sy,&#xD;&#xA;e.y as ey,&#xD;&#xA;e.y - s.y as y_delta,&#xD;&#xA;e.x - s.x as x_delta&#xD;&#xA;from Data s &#xD;&#xA; inner join Data e&#xD;&#xA; on e.x &gt; s.x and e.x - s.x between 100 and 105&#xD;&#xA;where e.y - s.y &gt; 0.01&#xD;&#xA;" StatementType="SELECT" QueryHash="0xAAAC02AC2D78CB56" QueryPlanHash="0x747994153CB2D637" RetrievedFromCache="true"> <StatementSetOptions ANSI_NULLS="true" ANSI_PADDING="true" ANSI_WARNINGS="true" ARITHABORT="true" CONCAT_NULL_YIELDS_NULL="true" NUMERIC_ROUNDABORT="false" QUOTED_IDENTIFIER="true" /> <QueryPlan DegreeOfParallelism="0" NonParallelPlanReason="NoParallelPlansInDesktopOrExpressEdition" CachedPlanSize="24" CompileTime="13" CompileCPU="13" CompileMemory="424"> <MemoryGrantInfo SerialRequiredMemory="0" SerialDesiredMemory="0" /> <OptimizerHardwareDependentProperties EstimatedAvailableMemoryGrant="52199" EstimatedPagesCached="14561" EstimatedAvailableDegreeOfParallelism="4" /> <RelOp AvgRowSize="55" EstimateCPU="1E-05" EstimateIO="0" EstimateRebinds="0" EstimateRewinds="0" EstimatedExecutionMode="Row" EstimateRows="100" LogicalOp="Compute Scalar" NodeId="0" Parallel="false" PhysicalOp="Compute Scalar" EstimatedTotalSubtreeCost="0.0263655"> <OutputList> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[s]" Column="x" /> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[s]" Column="y" /> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[e]" Column="x" /> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[e]" Column="y" /> <ColumnReference Column="Expr1004" /> <ColumnReference Column="Expr1005" /> </OutputList> <ComputeScalar> <DefinedValues> <DefinedValue> <ColumnReference Column="Expr1004" /> <ScalarOperator ScalarString="[SomeDb].[dbo].[Data].[y] as [e].[y]-[SomeDb].[dbo].[Data].[y] as [s].[y]"> <Arithmetic Operation="SUB"> <ScalarOperator> <Identifier> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[e]" Column="y" /> </Identifier> </ScalarOperator> <ScalarOperator> <Identifier> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[s]" Column="y" /> </Identifier> </ScalarOperator> </Arithmetic> </ScalarOperator> </DefinedValue> <DefinedValue> <ColumnReference Column="Expr1005" /> <ScalarOperator ScalarString="[SomeDb].[dbo].[Data].[x] as [e].[x]-[SomeDb].[dbo].[Data].[x] as [s].[x]"> <Arithmetic Operation="SUB"> <ScalarOperator> <Identifier> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[e]" Column="x" /> </Identifier> </ScalarOperator> <ScalarOperator> <Identifier> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[s]" Column="x" /> </Identifier> </ScalarOperator> </Arithmetic> </ScalarOperator> </DefinedValue> </DefinedValues> <RelOp AvgRowSize="39" EstimateCPU="1E-05" EstimateIO="0" EstimateRebinds="0" EstimateRewinds="0" EstimatedExecutionMode="Row" EstimateRows="100" LogicalOp="Top" NodeId="1" Parallel="false" PhysicalOp="Top" EstimatedTotalSubtreeCost="0.0263555"> <OutputList> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[s]" Column="x" /> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[s]" Column="y" /> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[e]" Column="x" /> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[e]" Column="y" /> </OutputList> <RunTimeInformation> <RunTimeCountersPerThread Thread="0" ActualRows="100" ActualEndOfScans="1" ActualExecutions="1" /> </RunTimeInformation> <Top RowCount="false" IsPercent="false" WithTies="false"> <TopExpression> <ScalarOperator ScalarString="(100)"> <Const ConstValue="(100)" /> </ScalarOperator> </TopExpression> <RelOp AvgRowSize="39" EstimateCPU="151828" EstimateIO="0" EstimateRebinds="0" EstimateRewinds="0" EstimatedExecutionMode="Row" EstimateRows="100" LogicalOp="Inner Join" NodeId="2" Parallel="false" PhysicalOp="Nested Loops" EstimatedTotalSubtreeCost="0.0263455"> <OutputList> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[s]" Column="x" /> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[s]" Column="y" /> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[e]" Column="x" /> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[e]" Column="y" /> </OutputList> <RunTimeInformation> <RunTimeCountersPerThread Thread="0" ActualRows="100" ActualEndOfScans="0" ActualExecutions="1" /> </RunTimeInformation> <NestedLoops Optimized="false"> <OuterReferences> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[e]" Column="x" /> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[e]" Column="y" /> </OuterReferences> <RelOp AvgRowSize="23" EstimateCPU="1.80448" EstimateIO="3.76461" EstimateRebinds="0" EstimateRewinds="0" EstimatedExecutionMode="Row" EstimateRows="1" LogicalOp="Clustered Index Scan" NodeId="3" Parallel="false" PhysicalOp="Clustered Index Scan" EstimatedTotalSubtreeCost="0.0032831" TableCardinality="1640290"> <OutputList> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[e]" Column="x" /> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[e]" Column="y" /> </OutputList> <RunTimeInformation> <RunTimeCountersPerThread Thread="0" ActualRows="15225" ActualEndOfScans="0" ActualExecutions="1" /> </RunTimeInformation> <IndexScan Ordered="false" ForcedIndex="false" ForceScan="false" NoExpandHint="false"> <DefinedValues> <DefinedValue> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[e]" Column="x" /> </DefinedValue> <DefinedValue> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[e]" Column="y" /> </DefinedValue> </DefinedValues> <Object Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Index="[PK_Data]" Alias="[e]" IndexKind="Clustered" /> </IndexScan> </RelOp> <RelOp AvgRowSize="23" EstimateCPU="0.902317" EstimateIO="1.88387" EstimateRebinds="1" EstimateRewinds="0" EstimatedExecutionMode="Row" EstimateRows="100" LogicalOp="Clustered Index Seek" NodeId="4" Parallel="false" PhysicalOp="Clustered Index Seek" EstimatedTotalSubtreeCost="0.0263655" TableCardinality="1640290"> <OutputList> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[s]" Column="x" /> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[s]" Column="y" /> </OutputList> <RunTimeInformation> <RunTimeCountersPerThread Thread="0" ActualRows="100" ActualEndOfScans="15224" ActualExecutions="15225" /> </RunTimeInformation> <IndexScan Ordered="true" ScanDirection="FORWARD" ForcedIndex="false" ForceSeek="false" ForceScan="false" NoExpandHint="false" Storage="RowStore"> <DefinedValues> <DefinedValue> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[s]" Column="x" /> </DefinedValue> <DefinedValue> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[s]" Column="y" /> </DefinedValue> </DefinedValues> <Object Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Index="[PK_Data]" Alias="[s]" IndexKind="Clustered" /> <SeekPredicates> <SeekPredicateNew> <SeekKeys> <EndRange ScanType="LT"> <RangeColumns> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[s]" Column="x" /> </RangeColumns> <RangeExpressions> <ScalarOperator ScalarString="[SomeDb].[dbo].[Data].[x] as [e].[x]"> <Identifier> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[e]" Column="x" /> </Identifier> </ScalarOperator> </RangeExpressions> </EndRange> </SeekKeys> </SeekPredicateNew> </SeekPredicates> <Predicate> <ScalarOperator ScalarString="([SomeDb].[dbo].[Data].[x] as [e].[x]-[SomeDb].[dbo].[Data].[x] as [s].[x])&gt;=($100.0000) AND ([SomeDb].[dbo].[Data].[x] as [e].[x]-[SomeDb].[dbo].[Data].[x] as [s].[x])&lt;=($105.0000) AND ([SomeDb].[dbo].[Data].[y] as [e].[y]-[SomeDb].[dbo].[Data].[y] as [s].[y])&gt;(0.01)"> <Logical Operation="AND"> <ScalarOperator> <Compare CompareOp="GE"> <ScalarOperator> <Arithmetic Operation="SUB"> <ScalarOperator> <Identifier> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[e]" Column="x" /> </Identifier> </ScalarOperator> <ScalarOperator> <Identifier> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[s]" Column="x" /> </Identifier> </ScalarOperator> </Arithmetic> </ScalarOperator> <ScalarOperator> <Const ConstValue="($100.0000)" /> </ScalarOperator> </Compare> </ScalarOperator> <ScalarOperator> <Compare CompareOp="LE"> <ScalarOperator> <Arithmetic Operation="SUB"> <ScalarOperator> <Identifier> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[e]" Column="x" /> </Identifier> </ScalarOperator> <ScalarOperator> <Identifier> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[s]" Column="x" /> </Identifier> </ScalarOperator> </Arithmetic> </ScalarOperator> <ScalarOperator> <Const ConstValue="($105.0000)" /> </ScalarOperator> </Compare> </ScalarOperator> <ScalarOperator> <Compare CompareOp="GT"> <ScalarOperator> <Arithmetic Operation="SUB"> <ScalarOperator> <Identifier> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[e]" Column="y" /> </Identifier> </ScalarOperator> <ScalarOperator> <Identifier> <ColumnReference Database="[SomeDb]" Schema="[dbo]" Table="[Data]" Alias="[s]" Column="y" /> </Identifier> </ScalarOperator> </Arithmetic> </ScalarOperator> <ScalarOperator> <Const ConstValue="(0.01)" /> </ScalarOperator> </Compare> </ScalarOperator> </Logical> </ScalarOperator> </Predicate> </IndexScan> </RelOp> </NestedLoops> </RelOp> </Top> </RelOp> </ComputeScalar> </RelOp> </QueryPlan> </StmtSimple> </Statements> </Batch> </BatchSequence> </ShowPlanXML>

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  • What does Visual studio debugger do, when condition should give error

    - by zacharmarz
    I'm debugging some code and I need to break everytime, when character in string (const char *) is equal to something. So I put there breakpoint and attach condition like: s[0] == 'e'. But code I'm debugging is in CRT and there is possibility, that s == 0 is true. So "addressing empty pointer" should give some kind of error. Yes - I could give there condition s != 0, but it would not be such fun :) And I'm curious, what will debugger do when trying to evaluate this condition? How it will behave internally? Obviously it's not giving any error nor stopping on this breakpoint when s == 0 Thanks for your answer.

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  • Implement Fast Inverse Square Root in Javascript?

    - by BBz
    The Fast Inverse Square Root from Quake III seems to use a floating-point trick. As I understand, floating-point representation can have some different implementations. So is it possible to implement the Fast Inverse Square Root in Javascript? Would it return the same result? float Q_rsqrt(float number) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; i = 0x5f3759df - ( i >> 1 ); y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); return y; }

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  • Free libraries to work with Excel

    - by Danil Gholtsman
    I got some excel files, I need to read data from it and upload data to some database (I need to use firebird, but whatever). Right now I use <QAxObject> from Qt and code look like QAxObject* excel = new QAxObject("Excel.Application"); //pointer to excel //excel->setProperty("Visible", false); QAxObject* workbooks = excel->querySubObject("WorkBooks"); //get pointer to booklist workbooks->dynamicCall("Open (const QString&)", QString("C:\\databases\\test.xls")); //opening file, getting pointer to booklist QAxObject* workbook = excel->querySubObject("ActiveWorkBook"); QAxObject* worksheets = workbook->querySubObject("WorkSheets"); etc. The problem is that this way on users PC there must be installed Excel. Is there exists some free C++ libraries to work with *.xls, *.xlsx files without Excel installed?

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  • Commenting/In-Code Documentation Styles

    - by Maxpm
    This might be a stupid question, but it's been in the back of my head for a while and I can't find a decent answer anywhere else. I have a teacher who says we should explicitly list each parameter with a description, even if there's only one. This leads to a lot of repetition: double MyFunction(const int MyParam); // Function: MyFunction // Summary: Does stuff with MyParam. // Input: int MyParam - The number to do stuff with. // Output: MyParam with stuff done to it. When writing in-code documentation, how detailed are you?

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  • newbie in c and issue with integers [migrated]

    - by user2527918
    // // main.c // cmd4 // // Created by Kevin Rudd on 27/06/13. // Copyright (c) 2013 Charlie Brown. All rights reserved. // #include <stdio.h> int main(int argc, const char * argv[]) { int x =10, y =20, b = 500; int z = x*y; int f = z/b; // insert code here... printf("x is:%d, y is:%d, b is %d\n",x,y,b); printf("x times y is: %d\n",z); printf("z divided by b is: %d\n",f); return 0; } on print out f = 0. Why?

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  • Inventory Item Exist checker

    - by Annalyne
    I have a question regarding declaring my inventory. I made it a string named inventory, with a constant number as its max value. The thing is, I want the user to use an item if he / she gains an item. The problem is, I do not know what syntax should I use to determine if the user has an item and use that item. Here's my code I just started: so declaring the inventory: const int MAX_ITEMS = 15; string game_inventory [MAX_ITEMS]; int itemnum = 0; I have some items like potion, antidote, gems and others. I use the: game_inventory[itemnum++] = "Potion" to place items in my inventory. If I want to use the potion, IF I HAVE one, how can i make a function to check whether I have a potion or anything and use it?

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  • Problem playing repeat animation/action?

    - by Beast
    I'm calling this function on multiple sprites after checking numberOfRunningActions()"to play same animation but it's not working only the first tagged sprite plays the animation. What am I doing wrong? void CGame::playAnimation(const char* filename, int tag, CCLayer* target) { CCAnimation* animation = CCAnimation::animation(); CCSprite* spriteSheet = CCSprite::spriteWithFile(filename); for(int i = 0; i < spriteSheet->getTexture()->getPixelsWide()/SIZE; i++) // SIZE is an int value { animation->addFrameWithTexture(spriteSheet->getTexture(), CCRect(SIZE * i, 0, SIZE, SIZE)); } CCActionInterval* action = CCAnimate::actionWithDuration(1, animation, true); CCRepeatForever* repeatAction = CCRepeatForever::actionWithAction(action); target->getChildByTag(tag)->runAction(repeatAction); }

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  • is this the correct way to use glTexCoordPointer?

    - by RubyKing
    Hey all Just trying to work out how to use this function glTexCoordPointer. Here is the man pages http://www.opengl.org/sdk/docs/man/xhtml/glTexCoordPointer.xml which states that I must set a pointer to the first element of the array that uses the texture cordinate. Here is my array static const GLfloat GUIVertices[] = { //FIRST QUAD 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.94f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.94f, 0.0f, 1.0f, 1.0f, 1.0f, //2ND QUAD // x y z w X Y 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f,-1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f,-0.94f, 0.0f,1.0f, 0.0f, 1.0f, 1.0f, -0.94f, 0.0f,1.0f, 1.0f, 1.0, }; But how do I set the pointer correctly? like this glTexCoordPointer(1, GL_FLOAT, 6, reinterpret_cast(29 * sizeof(float)) ); for the fifth element on the 2nd quad first row. any help is thankful

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  • Triangles in a C++ STL Vector as an Objective-C member sometimes draws incorrectly in OpenGL ES

    - by Rahil627
    The polygons draw correctly 80% of the time. When it fails, a vertex is dislocated. The polygon is consistently drawn with the wrong vertex. I checked that the vector is correct during initialization, even when it's wrongly drawn. I'm using Cocos2d. The class member: @interface Polygon : CCSprite { std::vector<float> triangleVertices; } The draw function called in [Polygon draw]: + (void)drawTrianglesWithVertices:(const std::vector<float> &)v { //glEnableClientState(GL_VERTEX_ARRAY); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, &v[0]); glDrawArrays(GL_TRIANGLES, 0, v.size()); //glDisableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); } Any ideas?

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  • Whether to use -pedantic flag in g++ or not?

    - by user803563
    I'm learning C++ and I'm using g++ on Linux for practicing. 1) I want to know if people working as programmers use g++ -pedantic flag and also it's importance in real world. 2) What about other compilers, do they also allow this? Has this become some de-facto standard? I'm interested because I'm reading C++ Primer where the author points that its illegal to use non-const expression as dimension in array definition and g++ by default allows it. And there might be other things I'm unaware of.

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  • Storing and reading file paths from _TCHAR *argv[]

    - by ArsenArsen
    How to convert from _TCHAR* to "" and to keep all : and /? I tried: int _tmain(int argc, _TCHAR* argv[]) { if(!argv[1]){ std::cout<<"No Variables.\r\n"; system("PAUSE"); return 0; std::exit; } std::cout<<"Path: "<<argv[1]<<"\r\n"; system("PAUSE"); return 0; } But, output is either "No variables." or "Path: C" (when I changed _TCHAR to const char and char) or either "Path: 00038706"

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  • What is wrong with this code for reading binary files? [on hold]

    - by qed
    What is wrong with this code for reading binary files? It compiles OK, but will not print out the file as planned, in fact, it prints nothing at all. #include <iostream> #include <fstream> int main(int argc, const char *argv[]) { if (argc < 2) { ::std::cerr << "usage: " << argv[0] << " <filename>\n"; return 1; } ::std::basic_ifstream<unsigned char> in(argv[1], ::std::ios::binary); unsigned char uc; while (in.get(uc)) { printf("%02X ", uc); } // TODO: error handling, in case the file could not be opened or read return 0; }

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  • ?12c database ????Adaptive Execution Plans ????????

    - by Liu Maclean(???)
    12c R1 ????SQL??????- Adaptive Execution Plans ????????,???????optimizer ??????(runtime)???????????????, ????????????????????? SQL???????? ????????????, ?????????????????????????????????????????????????????????????adaptive plan ????????????????????????????????????,?????subplan???????????????????? ??????, ???????? ???????????????,?????????, ?????? ???????????????”???”????, ???????????????????buffer ???????  ????????????,?????,??????????????????? ???optimizer ?????????????????????????,?????????????????????????????????????????plan???? ??12C?????????????, ???????????????????,?????? ???????????? ????????????2???: Dynamic Plans????: ???????????????????????;??????,???optimizer??????????subplans??????????????, ???????????????????,?????????????? Reoptimization????: ?Dynamic Plans????,Reoptimization??????????????????????Reoptimization??,?????????????????????????,??reoptimization????? OPTIMIZER_ADAPTIVE_REPORTING_ONLY ???? report-only????????????????TRUE,?????????report-only????,???????????????,??????????????? Dynamic Plans ??????????????,????????????????????????, ?????????????,???????????,????????????????????????????????????????? ?????????????final plan??????????????default plan, ??final plan?default plan???????,????????????? subplan ???????????????,???????????????????????? ??????,???????statistics collector ?buffer???????????statistics collector?????????????????,???????????????????????????? ?????????????????????????????????????????,??????????,?????????????? ???????????,???????buffer???? ???????????????,?????????????????????????????,??????buffer,??????final plan? ????????,???????????????????????,????????????????? ?V$SQL??????IS_RESOLVED_DYNAMIC_PLAN??????????final plan???default plan? ??????dynamic plan ???????SQL PLAN directives?????? declare cursor PLAN_DIRECTIVE_IDS is select directive_id from DBA_SQL_PLAN_DIRECTIVES; begin for z in PLAN_DIRECTIVE_IDS loop DBMS_SPD.DROP_SQL_PLAN_DIRECTIVE(z.directive_id); end loop; end; / explain plan for select /*MALCEAN*/ product_name from oe.order_items o, oe.product_information p where o.unit_price=15 and quantity>1 and p.product_id=o.product_id; select * from table(dbms_xplan.display()); Plan hash value: 1255158658 www.askmaclean.com ------------------------------------------------------------------------------------------------------- | Id | Operation | Name | Rows | Bytes | Cost (%CPU)| Time | ------------------------------------------------------------------------------------------------------- | 0 | SELECT STATEMENT | | 4 | 128 | 7 (0)| 00:00:01 | | 1 | NESTED LOOPS | | | | | | | 2 | NESTED LOOPS | | 4 | 128 | 7 (0)| 00:00:01 | |* 3 | TABLE ACCESS FULL | ORDER_ITEMS | 4 | 48 | 3 (0)| 00:00:01 | |* 4 | INDEX UNIQUE SCAN | PRODUCT_INFORMATION_PK | 1 | | 0 (0)| 00:00:01 | | 5 | TABLE ACCESS BY INDEX ROWID| PRODUCT_INFORMATION | 1 | 20 | 1 (0)| 00:00:01 | ------------------------------------------------------------------------------------------------------- Predicate Information (identified by operation id): --------------------------------------------------- 3 - filter("O"."UNIT_PRICE"=15 AND "QUANTITY">1) 4 - access("P"."PRODUCT_ID"="O"."PRODUCT_ID") alter session set events '10053 trace name context forever,level 1'; OR alter session set events 'trace[SQL_Plan_Directive] disk highest'; select /*MALCEAN*/ product_name from oe.order_items o, oe.product_information p where o.unit_price=15 and quantity>1 and p.product_id=o.product_id; ---------------------------------------------------------------+-----------------------------------+ | Id | Operation | Name | Rows | Bytes | Cost | Time | ---------------------------------------------------------------+-----------------------------------+ | 0 | SELECT STATEMENT | | | | 7 | | | 1 | HASH JOIN | | 4 | 128 | 7 | 00:00:01 | | 2 | NESTED LOOPS | | | | | | | 3 | NESTED LOOPS | | 4 | 128 | 7 | 00:00:01 | | 4 | STATISTICS COLLECTOR | | | | | | | 5 | TABLE ACCESS FULL | ORDER_ITEMS | 4 | 48 | 3 | 00:00:01 | | 6 | INDEX UNIQUE SCAN | PRODUCT_INFORMATION_PK| 1 | | 0 | | | 7 | TABLE ACCESS BY INDEX ROWID | PRODUCT_INFORMATION | 1 | 20 | 1 | 00:00:01 | | 8 | TABLE ACCESS FULL | PRODUCT_INFORMATION | 1 | 20 | 1 | 00:00:01 | ---------------------------------------------------------------+-----------------------------------+ Predicate Information: ---------------------- 1 - access("P"."PRODUCT_ID"="O"."PRODUCT_ID") 5 - filter(("O"."UNIT_PRICE"=15 AND "QUANTITY">1)) 6 - access("P"."PRODUCT_ID"="O"."PRODUCT_ID") ===================================== SPD: BEGIN context at statement level ===================================== Stmt: ******* UNPARSED QUERY IS ******* SELECT /*+ OPT_ESTIMATE (@"SEL$1" JOIN ("P"@"SEL$1" "O"@"SEL$1") ROWS=13.000000 ) OPT_ESTIMATE (@"SEL$1" TABLE "O"@"SEL$1" ROWS=13.000000 ) */ "P"."PRODUCT_NAME" "PRODUCT_NAME" FROM "OE"."ORDER_ITEMS" "O","OE"."PRODUCT_INFORMATION" "P" WHERE "O"."UNIT_PRICE"=15 AND "O"."QUANTITY">1 AND "P"."PRODUCT_ID"="O"."PRODUCT_ID" Objects referenced in the statement PRODUCT_INFORMATION[P] 92194, type = 1 ORDER_ITEMS[O] 92197, type = 1 Objects in the hash table Hash table Object 92197, type = 1, ownerid = 6573730143572393221: No Dynamic Sampling Directives for the object Hash table Object 92194, type = 1, ownerid = 17822962561575639002: No Dynamic Sampling Directives for the object Return code in qosdInitDirCtx: ENBLD =================================== SPD: END context at statement level =================================== ======================================= SPD: BEGIN context at query block level ======================================= Query Block SEL$1 (#0) Return code in qosdSetupDirCtx4QB: NOCTX ===================================== SPD: END context at query block level ===================================== SPD: Return code in qosdDSDirSetup: NOCTX, estType = TABLE SPD: Generating finding id: type = 1, reason = 1, objcnt = 1, obItr = 0, objid = 92197, objtyp = 1, vecsize = 6, colvec = [4, 5, ], fid = 2896834833840853267 SPD: Inserted felem, fid=2896834833840853267, ftype = 1, freason = 1, dtype = 0, dstate = 0, dflag = 0, ver = YES, keep = YES SPD: qosdCreateFindingSingTab retCode = CREATED, fid = 2896834833840853267 SPD: qosdCreateDirCmp retCode = CREATED, fid = 2896834833840853267 SPD: Return code in qosdDSDirSetup: NOCTX, estType = TABLE SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_SCAN SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_FILTER SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_SCAN SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_FILTER SPD: Return code in qosdDSDirSetup: NOCTX, estType = JOIN SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_FILTER SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_SCAN SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_FILTER SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_SKIP_SCAN SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_FILTER SPD: Return code in qosdDSDirSetup: NOCTX, estType = JOIN SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_FILTER SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_SCAN SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_FILTER SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_SCAN SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_FILTER SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_SCAN SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_FILTER SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_SCAN SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_FILTER SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_SCAN SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_FILTER SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_SCAN SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_FILTER SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_SCAN SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_FILTER SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_SCAN SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_FILTER SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_SCAN SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_FILTER SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_SCAN SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_FILTER SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_SCAN SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_FILTER SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_SCAN SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_FILTER SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_SCAN SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_FILTER SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_SCAN SPD: Return code in qosdDSDirSetup: NOCTX, estType = INDEX_FILTER SPD: Generating finding id: type = 1, reason = 1, objcnt = 1, obItr = 0, objid = 92197, objtyp = 1, vecsize = 6, colvec = [4, 5, ], fid = 2896834833840853267 SPD: Modified felem, fid=2896834833840853267, ftype = 1, freason = 1, dtype = 0, dstate = 0, dflag = 0, ver = YES, keep = YES SPD: Generating finding id: type = 1, reason = 1, objcnt = 1, obItr = 0, objid = 92194, objtyp = 1, vecsize = 2, colvec = [1, ], fid = 5618517328604016300 SPD: Modified felem, fid=5618517328604016300, ftype = 1, freason = 1, dtype = 0, dstate = 0, dflag = 0, ver = NO, keep = NO SPD: Generating finding id: type = 1, reason = 1, objcnt = 1, obItr = 0, objid = 92194, objtyp = 1, vecsize = 2, colvec = [1, ], fid = 1142802697078608149 SPD: Modified felem, fid=1142802697078608149, ftype = 1, freason = 1, dtype = 0, dstate = 0, dflag = 0, ver = NO, keep = NO SPD: Generating finding id: type = 1, reason = 2, objcnt = 2, obItr = 0, objid = 92194, objtyp = 1, vecsize = 0, obItr = 1, objid = 92197, objtyp = 1, vecsize = 0, fid = 1437680122701058051 SPD: Modified felem, fid=1437680122701058051, ftype = 1, freason = 2, dtype = 0, dstate = 0, dflag = 0, ver = NO, keep = NO select * from table(dbms_xplan.display_cursor(format=>'report')) ; ????report????adaptive plan Adaptive plan: ------------- This cursor has an adaptive plan, but adaptive plans are enabled for reporting mode only.  The plan that would be executed if adaptive plans were enabled is displayed below. ------------------------------------------------------------------------------------------ | Id  | Operation          | Name                | Rows  | Bytes | Cost (%CPU)| Time     | ------------------------------------------------------------------------------------------ |   0 | SELECT STATEMENT   |                     |       |       |     7 (100)|          | |*  1 |  HASH JOIN         |                     |     4 |   128 |     7   (0)| 00:00:01 | |*  2 |   TABLE ACCESS FULL| ORDER_ITEMS         |     4 |    48 |     3   (0)| 00:00:01 | |   3 |   TABLE ACCESS FULL| PRODUCT_INFORMATION |     1 |    20 |     1   (0)| 00:00:01 | ------------------------------------------------------------------------------------------ SQL> select SQL_ID,IS_RESOLVED_DYNAMIC_PLAN,sql_text from v$SQL WHERE SQL_TEXT like '%MALCEAN%' and sql_text not like '%like%'; SQL_ID IS -------------------------- -- SQL_TEXT -------------------------------------------------------------------------------- 6ydj1bn1bng17 Y select /*MALCEAN*/ product_name from oe.order_items o, oe.product_information p where o.unit_price=15 and quantity>1 and p.product_id=o.product_id ???? explain plan for ????default plan, ??????optimizer???final plan,??V$SQL.IS_RESOLVED_DYNAMIC_PLAN???Y,????????????? DBA_SQL_PLAN_DIRECTIVES?????????????SQL PLAN DIRECTIVES, ???12c? ???MMON?????DML ???column usage??????????,????SMON??? MMON????SGA??PLAN DIRECTIVES??? ?????DBMS_SPD.flush_sql_plan_directive???? select directive_id,type,reason from DBA_SQL_PLAN_DIRECTIVES / DIRECTIVE_ID TYPE REASON ----------------------------------- -------------------------------- ----------------------------- 10321283028317893030 DYNAMIC_SAMPLING JOIN CARDINALITY MISESTIMATE 4757086536465754886 DYNAMIC_SAMPLING JOIN CARDINALITY MISESTIMATE 16085268038103121260 DYNAMIC_SAMPLING JOIN CARDINALITY MISESTIMATE SQL> set pages 9999 SQL> set lines 300 SQL> col state format a5 SQL> col subobject_name format a11 SQL> col col_name format a11 SQL> col object_name format a13 SQL> select d.directive_id, o.object_type, o.object_name, o.subobject_name col_name, d.type, d.state, d.reason 2 from dba_sql_plan_directives d, dba_sql_plan_dir_objects o 3 where d.DIRECTIVE_ID=o.DIRECTIVE_ID 4 and o.object_name in ('ORDER_ITEMS') 5 order by d.directive_id; DIRECTIVE_ID OBJECT_TYPE OBJECT_NAME COL_NAME TYPE STATE REASON ------------ ------------ ------------- ----------- -------------------------------- ----- ------------------------------------- --- 1.8156E+19 COLUMN ORDER_ITEMS UNIT_PRICE DYNAMIC_SAMPLING NEW SINGLE TABLE CARDINALITY MISESTIMATE 1.8156E+19 TABLE ORDER_ITEMS DYNAMIC_SAMPLING NEW SINGLE TABLE CARDINALITY MISESTIMATE 1.8156E+19 COLUMN ORDER_ITEMS QUANTITY DYNAMIC_SAMPLING NEW SINGLE TABLE CARDINALITY MISESTIMATE DBA_SQL_PLAN_DIRECTIVES????? _BASE_OPT_DIRECTIVE ? _BASE_OPT_FINDING SELECT d.dir_own#, d.dir_id, d.f_id, decode(type, 1, 'DYNAMIC_SAMPLING', 'UNKNOWN'), decode(state, 1, 'NEW', 2, 'MISSING_STATS', 3, 'HAS_STATS', 4, 'CANDIDATE', 5, 'PERMANENT', 6, 'DISABLED', 'UNKNOWN'), decode(bitand(flags, 1), 1, 'YES', 'NO'), cast(d.created as timestamp), cast(d.last_modified as timestamp), -- Please see QOSD_DAYS_TO_UPDATE and QOSD_PLUS_SECONDS for more details -- about 6.5 cast(d.last_used as timestamp) - NUMTODSINTERVAL(6.5, 'day') FROM sys.opt_directive$ d ??dbms_spd??? SQL PLAN DIRECTIVES, SQL PLAN DIRECTIVES???retention ???53?: Package: DBMS_SPD This package provides subprograms for managing Sql Plan Directives(SPD). SPD are objects generated automatically by Oracle server. For example, if server detects that the single table cardinality estimated by optimizer is off from the actual number of rows returned when accessing the table, it will automatically create a directive to do dynamic sampling for the table. When any Sql statement referencing the table is compiled, optimizer will perform dynamic sampling for the table to get more accurate estimate. Notes: DBMSL_SPD is a invoker-rights package. The invoker requires ADMINISTER SQL MANAGEMENT OBJECT privilege for executing most of the subprograms of this package. Also the subprograms commit the current transaction (if any), perform the operation and commit it again. DBA view dba_sql_plan_directives shows all the directives created in the system and the view dba_sql_plan_dir_objects displays the objects that are included in the directives. -- Default value for SPD_RETENTION_WEEKS SPD_RETENTION_WEEKS_DEFAULT CONSTANT varchar2(4) := '53'; | STATE : NEW : Newly created directive. | : MISSING_STATS : The directive objects do not | have relevant stats. | : HAS_STATS : The objects have stats. | : PERMANENT : A permanent directive. Server | evaluated effectiveness and these | directives are useful. | | AUTO_DROP : YES : Directive will be dropped | automatically if not | used for SPD_RETENTION_WEEKS. | This is the default behavior. | NO : Directive will not be dropped | automatically. Procedure: flush_sql_plan_directive This procedure allows manually flushing the Sql Plan directives that are automatically recorded in SGA memory while executing sql statements. The information recorded in SGA are periodically flushed by oracle background processes. This procedure just provides a way to flush the information manually. ????”_optimizer_dynamic_plans”(enable dynamic plans)????????,???TRUE??DYNAMIC PLAN? ???FALSE???????????? ????,Dynamic Plan????????????Nested Loop?Hash Join???case ,????????Nested loop???????????HASH JOIN,?HASH JOIN????????????????? ????????subplan?????,???? pass?? ?join method???,?????STATISTICS COLLECTOR???cardinality?,???????HASH JOIN?????Nested Loop,????????????subplan?????access path; ???????Sales??????????????????,????HASH JOIN,??SUBPLAN??customers?????????;?????Nested Loop,???????cust_id?????Range Scan+Access by Rowid? Cardinality feedback Cardinality feedback????????11.2????,????????re-optimization???;  ???????????,Cardinality feedback?????????????????????????? ???????????????????,?????????????????,??????????Cardinality feedback????????????? ????????????????????????? ??????????????Cardinality feedback ??: ????????,???????????,??????????,????????????????selectivity ??? ????????????: ??????,?????????????????????????????????,??????????????????? ????????????????????????????????????????,?????????????????????????? ?????????,???????????????,?????????? ??????????Cardinality ????,??????join Cardinality ????????? Cardinality feedback???????cursor?,?Cursor???aged out????? SELECT /*+ gather_plan_statistics */ product_name FROM order_items o, product_information p WHERE o.unit_price = 15 AND quantity > 1 AND p.product_id = o.product_id Plan hash value: 1553478007 ---------------------------------------------------------------------------------------------------------------------------------------- | Id | Operation | Name | Starts | E-Rows | A-Rows | A-Time | Buffers | Reads | OMem | 1Mem | Used-Mem | ---------------------------------------------------------------------------------------------------------------------------------------- | 0 | SELECT STATEMENT | | 1 | | 13 |00:00:00.01 | 24 | 20 | | | | |* 1 | HASH JOIN | | 1 | 4 | 13 |00:00:00.01 | 24 | 20 | 2061K| 2061K| 429K (0)| |* 2 | TABLE ACCESS FULL| ORDER_ITEMS | 1 | 4 | 13 |00:00:00.01 | 7 | 6 | | | | | 3 | TABLE ACCESS FULL| PRODUCT_INFORMATION | 1 | 1 | 288 |00:00:00.01 | 17 | 14 | | | | ---------------------------------------------------------------------------------------------------------------------------------------- SELECT /*+ gather_plan_statistics */ product_name FROM order_items o, product_information p WHERE o.unit_price = 15 AND quantity > 1 AND p.product_id = o.product_id Plan hash value: 1553478007 ------------------------------------------------------------------------------------------------------------------------------- | Id | Operation | Name | Starts | E-Rows | A-Rows | A-Time | Buffers | OMem | 1Mem | Used-Mem | ------------------------------------------------------------------------------------------------------------------------------- | 0 | SELECT STATEMENT | | 1 | | 13 |00:00:00.01 | 24 | | | | |* 1 | HASH JOIN | | 1 | 13 | 13 |00:00:00.01 | 24 | 2061K| 2061K| 413K (0)| |* 2 | TABLE ACCESS FULL| ORDER_ITEMS | 1 | 13 | 13 |00:00:00.01 | 7 | | | | | 3 | TABLE ACCESS FULL| PRODUCT_INFORMATION | 1 | 288 | 288 |00:00:00.01 | 17 | | | | ------------------------------------------------------------------------------------------------------------------------------- Note ----- - statistics feedback used for this statement SQL> select count(*) from v$SQL where SQL_ID='cz0hg2zkvd10y'; COUNT(*) ---------- 2 SQL>select sql_ID,USE_FEEDBACK_STATS FROM V$SQL_SHARED_CURSOR where USE_FEEDBACK_STATS ='Y'; SQL_ID U ------------- - cz0hg2zkvd10y Y ????????Cardinality feedback????,???????????????????????????,????????????order_items???????? ????2??????plan hash value??(??????????),?????2????child cursor??????gather_plan_statistics???actual : A-ROWS  estimate :E-ROWS????????? Automatic Re-optimization ???dynamic plan, Re-optimization???????????????  ?  ??????????????? ????????????????????????????????  ???????????,??????????????, ???????????????????? ???????????  Re-optimization??, ????????????????????? Re-optimization????dynamic plan??????????  dynamic plan????????????????????, ???????????????????? ????,??????????join order ??????????????,?????????????join order????? ??????,????????Re-optimization, ??Re-optimization ??????????????????? ?Oracle database 12c?,join statistics?????????????????????,??????????????????????Re-optimization???????????adaptive cursor sharing????? ????????????????,???????????? ????? ???????statistics collectors ????????????????????Re-optimization??????2?????????????,???????????????? ??????????????Re-optimization?????,?????????????????????? ???v$SQL??????IS_REOPTIMIZABLE?????????????????????Re-optimization,??????????Re-optimization???,?????Re-optimization ,???????reporting????? IS_REOPTIMIZABLE VARCHAR2(1) This columns shows whether the next execution matching this child cursor will trigger a reoptimization. The values are:   Y: If the next execution will trigger a reoptimization R: If the child cursor contains reoptimization information, but will not trigger reoptimization because the cursor was compiled in reporting mode N: If the child cursor has no reoptimization information ??1: select plan_table_output from table (dbms_xplan.display_cursor('gwf99gfnm0t7g',NULL,'ALLSTATS LAST')); SQL_ID  gwf99gfnm0t7g, child number 0 ------------------------------------- SELECT /*+ SFTEST gather_plan_statistics */ o.order_id, v.product_name FROM  orders o,   ( SELECT order_id, product_name FROM order_items o, product_information p     WHERE  p.product_id = o.product_id AND list_price < 50 AND min_price < 40  ) v WHERE o.order_id = v.order_id Plan hash value: 1906736282 ------------------------------------------------------------------------------------------------------------------------------------------- | Id  | Operation             | Name                | Starts | E-Rows | A-Rows |   A-Time   | Buffers | Reads  |  OMem |  1Mem | Used-Mem | ------------------------------------------------------------------------------------------------------------------------------------------- |   0 | SELECT STATEMENT      |                     |      1 |        |    269 |00:00:00.02 |    1336 |     18 |       |       |          | |   1 |  NESTED LOOPS         |                     |      1 |      1 |    269 |00:00:00.02 |    1336 |     18 |       |       |          | |   2 |   MERGE JOIN CARTESIAN|                     |      1 |      4 |   9135 |00:00:00.02 |      34 |     15 |       |       |          | |*  3 |    TABLE ACCESS FULL  | PRODUCT_INFORMATION |      1 |      1 |     87 |00:00:00.01 |      33 |     14 |       |       |          | |   4 |    BUFFER SORT        |                     |     87 |    105 |   9135 |00:00:00.01 |       1 |      1 |  4096 |  4096 | 4096  (0)| |   5 |     INDEX FULL SCAN   | ORDER_PK            |      1 |    105 |    105 |00:00:00.01 |       1 |      1 |       |       |          | |*  6 |   INDEX UNIQUE SCAN   | ORDER_ITEMS_UK      |   9135 |      1 |    269 |00:00:00.01 |    1302 |      3 |       |       |          | ------------------------------------------------------------------------------------------------------------------------------------------- Predicate Information (identified by operation id): ---------------------------------------------------    3 - filter(("MIN_PRICE"<40 AND "LIST_PRICE"<50))    6 - access("O"."ORDER_ID"="ORDER_ID" AND "P"."PRODUCT_ID"="O"."PRODUCT_ID") SQL_ID  gwf99gfnm0t7g, child number 1 ------------------------------------- SELECT /*+ SFTEST gather_plan_statistics */ o.order_id, v.product_name FROM  orders o,   ( SELECT order_id, product_name FROM order_items o, product_information p     WHERE  p.product_id = o.product_id AND list_price < 50 AND min_price < 40  ) v WHERE o.order_id = v.order_id Plan hash value: 35479787 -------------------------------------------------------------------------------------------------------------------------------------------- | Id  | Operation              | Name                | Starts | E-Rows | A-Rows |   A-Time   | Buffers | Reads  |  OMem |  1Mem | Used-Mem | -------------------------------------------------------------------------------------------------------------------------------------------- |   0 | SELECT STATEMENT       |                     |      1 |        |    269 |00:00:00.01 |      63 |      3 |       |       |          | |   1 |  NESTED LOOPS          |                     |      1 |    269 |    269 |00:00:00.01 |      63 |      3 |       |       |          | |*  2 |   HASH JOIN            |                     |      1 |    313 |    269 |00:00:00.01 |      42 |      3 |  1321K|  1321K| 1234K (0)| |*  3 |    TABLE ACCESS FULL   | PRODUCT_INFORMATION |      1 |     87 |     87 |00:00:00.01 |      16 |      0 |       |       |          | |   4 |    INDEX FAST FULL SCAN| ORDER_ITEMS_UK      |      1 |    665 |    665 |00:00:00.01 |      26 |      3 |       |       |          | |*  5 |   INDEX UNIQUE SCAN    | ORDER_PK            |    269 |      1 |    269 |00:00:00.01 |      21 |      0 |       |       |          | -------------------------------------------------------------------------------------------------------------------------------------------- Predicate Information (identified by operation id): ---------------------------------------------------    2 - access("P"."PRODUCT_ID"="O"."PRODUCT_ID")    3 - filter(("MIN_PRICE"<40 AND "LIST_PRICE"<50))    5 - access("O"."ORDER_ID"="ORDER_ID") Note -----    - statistics feedback used for this statement    SQL> select IS_REOPTIMIZABLE,child_number FROM V$SQL  A where A.SQL_ID='gwf99gfnm0t7g'; IS CHILD_NUMBER -- ------------ Y             0 N             1    1* select child_number,other_xml From v$SQL_PLAN  where SQL_ID='gwf99gfnm0t7g' and other_xml is not nul SQL> / CHILD_NUMBER OTHER_XML ------------ --------------------------------------------------------------------------------            1 <other_xml><info type="cardinality_feedback">yes</info><info type="db_version">1              2.1.0.1</info><info type="parse_schema"><![CDATA["OE"]]></info><info type="plan_              hash">35479787</info><info type="plan_hash_2">3382491761</info><outline_data><hi              nt><![CDATA[IGNORE_OPTIM_EMBEDDED_HINTS]]></hint><hint><![CDATA[OPTIMIZER_FEATUR              ES_ENABLE('12.1.0.1')]]></hint><hint><![CDATA[DB_VERSION('12.1.0.1')]]></hint><h              int><![CDATA[ALL_ROWS]]></hint><hint><![CDATA[OUTLINE_LEAF(@"SEL$F5BB74E1")]]></              hint><hint><![CDATA[MERGE(@"SEL$2")]]></hint><hint><![CDATA[OUTLINE(@"SEL$1")]]>              </hint><hint><![CDATA[OUTLINE(@"SEL$2")]]></hint><hint><![CDATA[FULL(@"SEL$F5BB7              4E1" "P"@"SEL$2")]]></hint><hint><![CDATA[INDEX_FFS(@"SEL$F5BB74E1" "O"@"SEL$2"              ("ORDER_ITEMS"."ORDER_ID" "ORDER_ITEMS"."PRODUCT_ID"))]]></hint><hint><![CDATA[I              NDEX(@"SEL$F5BB74E1" "O"@"SEL$1" ("ORDERS"."ORDER_ID"))]]></hint><hint><![CDATA[              LEADING(@"SEL$F5BB74E1" "P"@"SEL$2" "O"@"SEL$2" "O"@"SEL$1")]]></hint><hint><![C              DATA[USE_HASH(@"SEL$F5BB74E1" "O"@"SEL$2")]]></hint><hint><![CDATA[USE_NL(@"SEL$              F5BB74E1" "O"@"SEL$1")]]></hint></outline_data></other_xml>            0 <other_xml><info type="db_version">12.1.0.1</info><info type="parse_schema"><![C              DATA["OE"]]></info><info type="plan_hash">1906736282</info><info type="plan_hash              _2">2579473118</info><outline_data><hint><![CDATA[IGNORE_OPTIM_EMBEDDED_HINTS]]>              </hint><hint><![CDATA[OPTIMIZER_FEATURES_ENABLE('12.1.0.1')]]></hint><hint><![CD              ATA[DB_VERSION('12.1.0.1')]]></hint><hint><![CDATA[ALL_ROWS]]></hint><hint><![CD              ATA[OUTLINE_LEAF(@"SEL$F5BB74E1")]]></hint><hint><![CDATA[MERGE(@"SEL$2")]]></hi              nt><hint><![CDATA[OUTLINE(@"SEL$1")]]></hint><hint><![CDATA[OUTLINE(@"SEL$2")]]>              </hint><hint><![CDATA[FULL(@"SEL$F5BB74E1" "P"@"SEL$2")]]></hint><hint><![CDATA[              INDEX(@"SEL$F5BB74E1" "O"@"SEL$1" ("ORDERS"."ORDER_ID"))]]></hint><hint><![CDATA              [INDEX(@"SEL$F5BB74E1" "O"@"SEL$2" ("ORDER_ITEMS"."ORDER_ID" "ORDER_ITEMS"."PROD              UCT_ID"))]]></hint><hint><![CDATA[LEADING(@"SEL$F5BB74E1" "P"@"SEL$2" "O"@"SEL$1              " "O"@"SEL$2")]]></hint><hint><![CDATA[USE_MERGE_CARTESIAN(@"SEL$F5BB74E1" "O"@"              SEL$1")]]></hint><hint><![CDATA[USE_NL(@"SEL$F5BB74E1" "O"@"SEL$2")]]></hint></o              utline_data></other_xml> ??2: SELECT /*+gather_plan_statistics*/ * FROM customers WHERE cust_state_province='CA' AND country_id='US'; SELECT * FROM TABLE(DBMS_XPLAN.DISPLAY_CURSOR(FORMAT=>'ALLSTATS LAST')); PLAN_TABLE_OUTPUT ------------------------------------- SQL_ID b74nw722wjvy3, child number 0 ------------------------------------- select /*+gather_plan_statistics*/ * from customers where CUST_STATE_PROVINCE='CA' and country_id='US' Plan hash value: 1683234692 -------------------------------------------------------------------------------------------------- | Id | Operation | Name | Starts | E-Rows | A-Rows | A-Time | Buffers | Reads | -------------------------------------------------------------------------------------------------- | 0 | SELECT STATEMENT | | 1 | | 29 |00:00:00.01 | 17 | 14 | |* 1 | TABLE ACCESS FULL| CUSTOMERS | 1 | 8 | 29 |00:00:00.01 | 17 | 14 | -------------------------------------------------------------------------------------------------- Predicate Information (identified by operation id): --------------------------------------------------- 1 - filter(("CUST_STATE_PROVINCE"='CA' AND "COUNTRY_ID"='US')) SELECT SQL_ID, CHILD_NUMBER, SQL_TEXT, IS_REOPTIMIZABLE FROM V$SQL WHERE SQL_TEXT LIKE 'SELECT /*+gather_plan_statistics*/%'; SQL_ID CHILD_NUMBER SQL_TEXT I ------------- ------------ ----------- - b74nw722wjvy3 0 select /*+g Y ather_plan_ statistics* / * from cu stomers whe re CUST_STA TE_PROVINCE ='CA' and c ountry_id=' US' EXEC DBMS_SPD.FLUSH_SQL_PLAN_DIRECTIVE; SELECT TO_CHAR(d.DIRECTIVE_ID) dir_id, o.OWNER, o.OBJECT_NAME, o.SUBOBJECT_NAME col_name, o.OBJECT_TYPE, d.TYPE, d.STATE, d.REASON FROM DBA_SQL_PLAN_DIRECTIVES d, DBA_SQL_PLAN_DIR_OBJECTS o WHERE d.DIRECTIVE_ID=o.DIRECTIVE_ID AND o.OWNER IN ('SH') ORDER BY 1,2,3,4,5; DIR_ID OWNER OBJECT_NAME COL_NAME OBJECT TYPE STATE REASON ----------------------- ----- ------------- ----------- ------ ---------------- ----- ------------------------ 1484026771529551585 SH CUSTOMERS COUNTRY_ID COLUMN DYNAMIC_SAMPLING NEW SINGLE TABLE CARDINALITY MISESTIMATE 1484026771529551585 SH CUSTOMERS CUST_STATE_ COLUMN DYNAMIC_SAMPLING NEW SINGLE TABLE CARDINALITY PROVINCE MISESTIMATE 1484026771529551585 SH CUSTOMERS TABLE DYNAMIC_SAMPLING NEW SINGLE TABLE CARDINALITY MISESTIMATE SELECT /*+gather_plan_statistics*/ * FROM customers WHERE cust_state_province='CA' AND country_id='US'; ELECT * FROM TABLE(DBMS_XPLAN.DISPLAY_CURSOR(FORMAT=>'ALLSTATS LAST')); PLAN_TABLE_OUTPUT ------------------------------------- SQL_ID b74nw722wjvy3, child number 1 ------------------------------------- select /*+gather_plan_statistics*/ * from customers where CUST_STATE_PROVINCE='CA' and country_id='US' Plan hash value: 1683234692 ----------------------------------------------------------------------------------------- | Id | Operation | Name | Starts | E-Rows | A-Rows | A-Time | Buffers | ----------------------------------------------------------------------------------------- | 0 | SELECT STATEMENT | | 1 | | 29 |00:00:00.01 | 17 | |* 1 | TABLE ACCESS FULL| CUSTOMERS | 1 | 29 | 29 |00:00:00.01 | 17 | ----------------------------------------------------------------------------------------- Predicate Information (identified by operation id): --------------------------------------------------- 1 - filter(("CUST_STATE_PROVINCE"='CA' AND "COUNTRY_ID"='US')) Note ----- - cardinality feedback used for this statement SELECT SQL_ID, CHILD_NUMBER, SQL_TEXT, IS_REOPTIMIZABLE FROM V$SQL WHERE SQL_TEXT LIKE 'SELECT /*+gather_plan_statistics*/%'; SQL_ID CHILD_NUMBER SQL_TEXT I ------------- ------------ ----------- - b74nw722wjvy3 0 select /*+g Y ather_plan_ statistics* / * from cu stomers whe re CUST_STA TE_PROVINCE ='CA' and c ountry_id=' US' b74nw722wjvy3 1 select /*+g N ather_plan_ statistics* / * from cu stomers whe re CUST_STA TE_PROVINCE ='CA' and c ountry_id=' US' SELECT /*+gather_plan_statistics*/ CUST_EMAIL FROM CUSTOMERS WHERE CUST_STATE_PROVINCE='MA' AND COUNTRY_ID='US'; SELECT * FROM TABLE(DBMS_XPLAN.DISPLAY_CURSOR(FORMAT=>'ALLSTATS LAST')); PLAN_TABLE_OUTPUT ------------------------------------- SQL_ID 3tk6hj3nkcs2u, child number 0 ------------------------------------- Select /*+gather_plan_statistics*/ cust_email From customers Where cust_state_province='MA' And country_id='US' Plan hash value: 1683234692 ------------------------------------------------------------------------------- |Id | Operation | Name | Starts|E-Rows|A-Rows| A-Time |Buffers| ------------------------------------------------------------------------------- | 0 | SELECT STATEMENT | | 1 | | 2 |00:00:00.01| 16 | |*1 | TABLE ACCESS FULL| CUSTOMERS | 1 | 2| 2 |00:00:00.01| 16 | ----------------------------------------------------------------------------- Predicate Information (identified by operation id): --------------------------------------------------- 1 - filter(("CUST_STATE_PROVINCE"='MA' AND "COUNTRY_ID"='US')) Note ----- - dynamic sampling used for this statement (level=2) - 1 Sql Plan Directive used for this statement EXEC DBMS_SPD.FLUSH_SQL_PLAN_DIRECTIVE; SELECT TO_CHAR(d.DIRECTIVE_ID) dir_id, o.OWNER, o.OBJECT_NAME, o.SUBOBJECT_NAME col_name, o.OBJECT_TYPE, d.TYPE, d.STATE, d.REASON FROM DBA_SQL_PLAN_DIRECTIVES d, DBA_SQL_PLAN_DIR_OBJECTS o WHERE d.DIRECTIVE_ID=o.DIRECTIVE_ID AND o.OWNER IN ('SH') ORDER BY 1,2,3,4,5; DIR_ID OW OBJECT_NA COL_NAME OBJECT TYPE STATE REASON ------------------- -- --------- ---------- ------- --------------- ------------- ------------------------ 1484026771529551585 SH CUSTOMERS COUNTRY_ID COLUMN DYNAMIC_SAMPLING MISSING_STATS SINGLE TABLE CARDINALITY MISESTIMATE 1484026771529551585 SH CUSTOMERS CUST_STATE_ COLUMN DYNAMIC_SAMPLING MISSING_STATS SINGLE TABLE CARDINALITY PROVINCE MISESTIMATE 1484026771529551585 SH CUSTOMERS TABLE DYNAMIC_SAMPLING MISSING_STATS SINGLE TABLE CARDINALITY MISESTIMATE

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