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  • Pogoplug: An Interesting, Linux-Friendly NAS

    <b>Phoronix:</b> "The Pogoplug is a network attached storage device that is far more than a basic NAS like the Icy Box NAS4220, but the Pogoplug can integrate with social networks like Twitter along with providing a rich web 2.0 interface for accessing the device from anywhere in the world."

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  • Introduction to SEO For Beginners

    SEO is probably one of the most valuable skills you can learn in making money online through internet marketing. If done correctly, SEO can bring thousands of targeted visitors to your sales page, all for free. Many people have gotten rich off of well-executed SEO practices.

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  • Un développeur donne son avis sur la conception d'OpenGL et explique pourquoi OpenGL est en retard par rapport à DirectX 12 ou Mantle

    Un développeur donne son point de vue sur la conception d'OpenGL Et explique pourquoi OpenGL est en retard par rapport à DirectX 12 ou MantleRich Geldreich, développeur chez Valve écrit sur un blog ses opinions personnelles (donc, à ne pas lier avec Valve) sur OpenGL. Son opinion est intéressante, notamment car Rich a été développeur sur le premier moteur utilisant la technique de rendu différé (pour Shrek, sur Xbox), ensuite il a aussi créé une bibliothèque de compression avancée pour le DXTc,...

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  • LWJGL: Camera distance from image plane?

    - by Rogem
    Let me paste some code before I ask the question... public static void createWindow(int[] args) { try { Display.setFullscreen(false); DisplayMode d[] = Display.getAvailableDisplayModes(); for (int i = 0; i < d.length; i++) { if (d[i].getWidth() == args[0] && d[i].getHeight() == args[1] && d[i].getBitsPerPixel() == 32) { displayMode = d[i]; break; } } Display.setDisplayMode(displayMode); Display.create(); } catch (Exception e) { e.printStackTrace(); System.exit(0); } } public static void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1.0); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); } So, with the camera and screen setup out of the way, I can now ask the actual question: How do I know what the camera distance is from the image plane? I also would like to know what the angle between the image plane's center normal and a line drawn from the middle of one of the edges to the camera position is. This will be used to consequently draw a vector from the camera's position through the player's click-coordinates to determine the world coordinates they clicked (or could've clicked). Also, when I set the camera coordinates, do I set the coordinates of the camera or do I set the coordinates of the image plane? Thank you for your help. EDIT: So, I managed to solve how to calculate the distance of the camera... Here's the relevant code... private static float getScreenFOV(int dim) { if (dim == 0) { float dist = (float) Math.tan((Math.PI / 2 - Math.toRadians(FOV_Y))/2) * 0.5f; float FOV_X = 2 * (float) Math.atan(getScreenRatio() * 0.5f / dist); return FOV_X; } else if (dim == 1) { return FOV_Y; } return 0; } FOV_Y is the Field of View that one defines in gluPerspective (float fovy in javadoc). This seems to be (and would logically be) for the height of the screen. Now I just need to figure out how to calculate that vector.

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  • The Importance of Link Building in SEO

    For your search engine optimization campaign to be successful, employing the most effective link building techniques and skills is a must. In fact, link building in SEO has become one of the most important aspects of a successful business online. While using a keyword-rich or quality content can deliver your website at the top of search engine results, there are some other methods that guarantee excellent page ranking.

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  • Microsoft ASP.NET: Create Dynamic Web Applications

    Attend an upcoming live webcast or download the on-demand sessions and learn about the improvements in Microsoft ASP.NET 4. Hear about new controls and templating capabilities that enable rich Web development for applications using a variety of server-side technologies, new features of ASP.NET AJAX 4, and enhancements being made to server controls. Dive in and explore this content today.

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  • Introduction to SEO For Beginners

    SEO is probably one of the most valuable skills you can learn in making money online through internet marketing. If done correctly, SEO can bring thousands of targeted visitors to your sales page, all for free. Many people have gotten rich off of well-executed SEO practices.

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  • Will RSS Benefit My SEO?

    We continue with the back to basics guide. This week takes a look at how a news feed regularly updated with keyword rich content will greatly benefit your SEO campaign.

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  • ??????!?Java??????????

    - by rika.tokumichi
    Text by ?? ??(?????????? Fusion Middleware?????? - ???????????) IT??????????????????????????? ????????? ???????????? ???????????????????????????1??????????????????????????????????????????????? ???:?????????? Oracle Direct Seminar ?Java ?????????????????????????(2009?) ?????????????????·???????????????????????????????????????????????????????????????????????????????????????????????????????????? ???????????????????????????? ??????????????Java???????????????????? ???????????Java??????? ??????????????????????Java???????????????? ¦Apache Struts Java ?Web?????????????????????????????????????????????????? ???????????????????????????????????????????????? >????? ¦Spring Framework Dependency Injection(DI; ??????)?????????????????????????? DI???????????????????????????????????????????????Java????????????????????????????????????????? >????? >Oracle and Spring(??) ¦Apache log4j ?????????????????? ??????(???????)????????????????????????????????Apache log4j????????????????????????????????????????? ???Microsoft .Net(log4Net)?C++(log4cxx)?PHP(log4php)??Java??????????????????????????? >????? ¦JUnit JUnit?Java????????????????????????????????????????????????????????? Eclipse?NetBeans?JDeveloper??????????????????????????????????????????????????????????? >????? ?????????Java??????? ??????????????Java?????????????????? ¦Oracle TopLink ?????????Java???????????????????????????????????????????????????????????????????????????????????????? ??????????????????????O/R(Object/Relational)?????·?????????Oracle TopLink???????? O/R???????????Java Persistence API(JPA)???Java?????????????????Oracle TopLink????????????????????????????????????????? >????:Oracle TopLink >??????? ¦Oracle Application Development Framework(ADF) Web??????/?????????????????(???????)?????????????????????????????????? ?????????????????????????????????????????????????? Oracle ADF????????????·????????????????????????????Oracle TopLink?Apache Struts?EJB?JavaServer Faces???????????????????????????????????????????????? >????:Oracle Application Development Framework >??????? >Oracle ADF Overview Demo(??) ¦Oracle ADF Faces Oracle ADF Faces??JavaServer Faces(JSF)?????????·???????????????????????????? Ajax????????150???UI????????ADF Faces Rich Client??????????·?????????ADF Data Visualization Components???????????????? >????:Oracle ADF Faces Rich Client Components >??????? >Oracle ADF Faces Components Hosted Demo >Oracle JDeveloper 11g??????? ¦Oracle WebCenter Framework Oracle ADF?????????·????????Enterprise 2.0???????????????????Oracle WebCenter Framework??? ????????????????????????????????????????????????????????????????????????????? >????:Oracle WebCenter Suite >??????? ??????????????WebLogic Server?????

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  • Speeding up procedural texture generation

    - by FalconNL
    Recently I've begun working on a game that takes place in a procedurally generated solar system. After a bit of a learning curve (having neither worked with Scala, OpenGL 2 ES or Libgdx before), I have a basic tech demo going where you spin around a single procedurally textured planet: The problem I'm running into is the performance of the texture generation. A quick overview of what I'm doing: a planet is a cube that has been deformed to a sphere. To each side, a n x n (e.g. 256 x 256) texture is applied, which are bundled in one 8n x n texture that is sent to the fragment shader. The last two spaces are not used, they're only there to make sure the width is a power of 2. The texture is currently generated on the CPU, using the updated 2012 version of the simplex noise algorithm linked to in the paper 'Simplex noise demystified'. The scene I'm using to test the algorithm contains two spheres: the planet and the background. Both use a greyscale texture consisting of six octaves of 3D simplex noise, so for example if we choose 128x128 as the texture size there are 128 x 128 x 6 x 2 x 6 = about 1.2 million calls to the noise function. The closest you will get to the planet is about what's shown in the screenshot and since the game's target resolution is 1280x720 that means I'd prefer to use 512x512 textures. Combine that with the fact the actual textures will of course be more complicated than basic noise (There will be a day and night texture, blended in the fragment shader based on sunlight, and a specular mask. I need noise for continents, terrain color variation, clouds, city lights, etc.) and we're looking at something like 512 x 512 x 6 x 3 x 15 = 70 million noise calls for the planet alone. In the final game, there will be activities when traveling between planets, so a wait of 5 or 10 seconds, possibly 20, would be acceptable since I can calculate the texture in the background while traveling, though obviously the faster the better. Getting back to our test scene, performance on my PC isn't too terrible, though still too slow considering the final result is going to be about 60 times worse: 128x128 : 0.1s 256x256 : 0.4s 512x512 : 1.7s This is after I moved all performance-critical code to Java, since trying to do so in Scala was a lot worse. Running this on my phone (a Samsung Galaxy S3), however, produces a more problematic result: 128x128 : 2s 256x256 : 7s 512x512 : 29s Already far too long, and that's not even factoring in the fact that it'll be minutes instead of seconds in the final version. Clearly something needs to be done. Personally, I see a few potential avenues, though I'm not particularly keen on any of them yet: Don't precalculate the textures, but let the fragment shader calculate everything. Probably not feasible, because at one point I had the background as a fullscreen quad with a pixel shader and I got about 1 fps on my phone. Use the GPU to render the texture once, store it and use the stored texture from then on. Upside: might be faster than doing it on the CPU since the GPU is supposed to be faster at floating point calculations. Downside: effects that cannot (easily) be expressed as functions of simplex noise (e.g. gas planet vortices, moon craters, etc.) are a lot more difficult to code in GLSL than in Scala/Java. Calculate a large amount of noise textures and ship them with the application. I'd like to avoid this if at all possible. Lower the resolution. Buys me a 4x performance gain, which isn't really enough plus I lose a lot of quality. Find a faster noise algorithm. If anyone has one I'm all ears, but simplex is already supposed to be faster than perlin. Adopt a pixel art style, allowing for lower resolution textures and fewer noise octaves. While I originally envisioned the game in this style, I've come to prefer the realistic approach. I'm doing something wrong and the performance should already be one or two orders of magnitude better. If this is the case, please let me know. If anyone has any suggestions, tips, workarounds, or other comments regarding this problem I'd love to hear them.

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  • Why are my Unity procedural animations jerky?

    - by Phoenix Perry
    I'm working in Unity and getting some crazy weird motion behavior. I have a plane and I'm moving it. It's ever so slightly getting about 1 pixel bigger and smaller. It looks like the it's kind of getting squeezed sideways by a pixel. I'm moving a plane by cos and sin so it will spin on the x and z axes. If the planes are moving at Time.time, everything is fine. However, if I put in slower speed multiplier, I get an amazingly weird jerk in my animation. I get it with or without the lerp. How do I fix it? I want it to move very slowly. Is there some sort of invisible grid in unity? Some sort of minimum motion per frame? I put a visual sample of the behavior here. Here's the relevant code: public void spin() { for (int i = 0; i < numPlanes; i++ ) { GameObject g = planes[i] as GameObject; //alt method //currentRotation += speed * Time.deltaTime * 100; //rotation.eulerAngles = new Vector3(0, currentRotation, 0); //g.transform.position = rotation * rotationRadius; //sine method g.GetComponent<PlaneSetup>().pos.x = g.GetComponent<PlaneSetup>().radiusX * (Mathf.Cos((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle)); g.GetComponent<PlaneSetup>().pos.z = g.GetComponent<PlaneSetup>().radius * Mathf.Sin((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle); g.GetComponent<PlaneSetup>().pos.y = g.GetComponent<Transform>().position.y; ////offset g.GetComponent<PlaneSetup>().pos.z += 20; g.GetComponent<PlaneSetup>().posLerp.x = Mathf.Lerp(g.transform.position.x,g.GetComponent<PlaneSetup>().pos.x, .5f); g.GetComponent<PlaneSetup>().posLerp.z = Mathf.Lerp(g.transform.position.z, g.GetComponent<PlaneSetup>().pos.z, .5f); g.GetComponent<PlaneSetup>().posLerp.y = g.GetComponent<Transform>().position.y; g.transform.position = g.GetComponent<PlaneSetup>().posLerp; } Invoke("spin",0.0f); } The full code is on github. There is literally nothing else going on. I've turned off all other game objects so it's only the 40 planes with a texture2D shader. I removed it from Invoke and tried it in Update -- still happens. With a set frame rate or not, the same problem occurs. Tested it in Fixed Update. Same issue. The script on the individual plane doesn't even have an update function in it. The data on it could functionally live in a struct. I'm getting between 90 and 123 fps. Going to investigate and test further. I put this in an invoke function to see if I could get around it just occurring in update. There are no physics on these shapes. It's a straight procedural animation. Limited it to 1 plane - still happens. Thoughts? Removed the shader - still happening.

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  • Modern OpenGL context failure [migrated]

    - by user209347
    OK, I managed to create an OpenGL context with wglcreatecontextattribARB with version 3.2 in my attrib struct (So I have initialized a 3.2 opengl context). It works, but the strange thing is, when I use glBindBuffer e,g. I still get unreferenced linker error, shouldn't a newer context prevent this? I'm on windows BTW, Linux doesn't have to deal with older and newer contexts (it directly supports the core of its version). The code: PIXELFORMATDESCRIPTOR pfd; HGLRC tmpRC; int iFormat; if (!(hDC = GetDC(hWnd))) { CMsgBox("Unable to create a device context. Program will now close.", "Error"); return false; } ZeroMemory(&pfd, sizeof(pfd)); pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = attribs->colorbits; pfd.cDepthBits = attribs->depthbits; pfd.iLayerType = PFD_MAIN_PLANE; if (!(iFormat = ChoosePixelFormat(hDC, &pfd))) { CMsgBox("Unable to find a suitable pixel format. Program will now close.", "Error"); return false; } if (!SetPixelFormat(hDC, iFormat, &pfd)) { CMsgBox("Unable to initialize the pixel formats. Program will now close.", "Error"); return false; } if (!(tmpRC=wglCreateContext(hDC))) { CMsgBox("Unable to create a rendering context. Program will now close.", "Error"); return false; } if (!wglMakeCurrent(hDC, tmpRC)) { CMsgBox("Unable to activate the rendering context. Program will now close.", "Error"); return false; } strncpy(vers, (char*)glGetString(GL_VERSION), 3); vers[3] = '\0'; if (sscanf(vers, "%i.%i", &glv, &glsubv) != 2) { CMsgBox("Unable to retrieve the OpenGL version. Program will now close.", "Error"); return false; } hRC = NULL; if (glv > 2) // Have OpenGL 3.+ support { if ((wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB"))) { int attribs[] = {WGL_CONTEXT_MAJOR_VERSION_ARB, glv, WGL_CONTEXT_MINOR_VERSION_ARB, glsubv,WGL_CONTEXT_FLAGS_ARB, 0,0}; hRC = wglCreateContextAttribsARB(hDC, 0, attribs); wglMakeCurrent(NULL, NULL); wglDeleteContext(tmpRC); if (!wglMakeCurrent(hDC, hRC)) { CMsgBox("Unable to activate the rendering context. Program will now close.", "Error"); return false; } moderncontext = true; } } if (hRC == NULL) { hRC = tmpRC; moderncontext = false; }

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  • Is the Leptonica implementation of 'Modified Median Cut' not using the median at all?

    - by TheCodeJunkie
    I'm playing around a bit with image processing and decided to read up on how color quantization worked and after a bit of reading I found the Modified Median Cut Quantization algorithm. I've been reading the code of the C implementation in Leptonica library and came across something I thought was a bit odd. Now I want to stress that I am far from an expert in this area, not am I a math-head, so I am predicting that this all comes down to me not understanding all of it and not that the implementation of the algorithm is wrong at all. The algorithm states that the vbox should be split along the lagest axis and that it should be split using the following logic The largest axis is divided by locating the bin with the median pixel (by population), selecting the longer side, and dividing in the center of that side. We could have simply put the bin with the median pixel in the shorter side, but in the early stages of subdivision, this tends to put low density clusters (that are not considered in the subdivision) in the same vbox as part of a high density cluster that will outvote it in median vbox color, even with future median-based subdivisions. The algorithm used here is particularly important in early subdivisions, and 3is useful for giving visible but low population color clusters their own vbox. This has little effect on the subdivision of high density clusters, which ultimately will have roughly equal population in their vboxes. For the sake of the argument, let's assume that we have a vbox that we are in the process of splitting and that the red axis is the largest. In the Leptonica algorithm, on line 01297, the code appears to do the following Iterate over all the possible green and blue variations of the red color For each iteration it adds to the total number of pixels (population) it's found along the red axis For each red color it sum up the population of the current red and the previous ones, thus storing an accumulated value, for each red note: when I say 'red' I mean each point along the axis that is covered by the iteration, the actual color may not be red but contains a certain amount of red So for the sake of illustration, assume we have 9 "bins" along the red axis and that they have the following populations 4 8 20 16 1 9 12 8 8 After the iteration of all red bins, the partialsum array will contain the following count for the bins mentioned above 4 12 32 48 49 58 70 78 86 And total would have a value of 86 Once that's done it's time to perform the actual median cut and for the red axis this is performed on line 01346 It iterates over bins and check they accumulated sum. And here's the part that throws me of from the description of the algorithm. It looks for the first bin that has a value that is greater than total/2 Wouldn't total/2 mean that it is looking for a bin that has a value that is greater than the average value and not the median ? The median for the above bins would be 49 The use of 43 or 49 could potentially have a huge impact on how the boxes are split, even though the algorithm then proceeds by moving to the center of the larger side of where the matched value was.. Another thing that puzzles me a bit is that the paper specified that the bin with the median value should be located, but does not mention how to proceed if there are an even number of bins.. the median would be the result of (a+b)/2 and it's not guaranteed that any of the bins contains that population count. So this is what makes me thing that there are some approximations going on that are negligible because of how the split actually takes part at the center of the larger side of the selected bin. Sorry if it got a bit long winded, but I wanted to be as thoroughas I could because it's been driving me nuts for a couple of days now ;)

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  • Program crash on deque from queue

    - by SwedishGit
    My first question asked here, so please excuse if I fail to include something... I'm working on a homework project, which basically consists of creating a "Jukebox" (importing/exporting albums from txt files, creating and "playing" a playlist, etc.). I've become stuck on one point: When "playing" the playlist, which consists of a self-made Queue, a copy of it is made from which songs are dequeued and printed out with a time delay. This appears to run fine on the first run through the program, but if the "play" option is chosen again (with the same playlist, created from a different menu option), it crashes before managing to print the first song. It also crashes if creating a new playlist, but then it manages to print some songs (seem to depend on the number of songs in the first/new playlists...) before crashing. With printouts I've been able to track the crashing down to being on the "item = n-data" call in the deque function... but can't get my head around why this would crash. Below is the code I think should be relevant... let me know if there are other parts that would help if I include. Edit: The Debug Error shown on crash is: R6010 abort() has been called The method to play from the playlist: void Jukebox::playList() { if(songList.getNodes() > 0) { Queue tmpList(songList); Song tmpSong; while(tmpList.deque(tmpSong)) { clock_t temp; temp = clock () + 2 * CLOCKS_PER_SEC ; while (clock() < temp) {} } } else cout << "There are no songs in the playlist!" << endl; } Queue: // Queue.h - Projekt-uppgift // Håkan Sjölin 2014-05-31 //----------------------------------------------------------------------------- #ifndef queue_h #define queue_h #include "Song.h" using namespace std; typedef Song Item; class Node; class Queue { private: Node *first; Node *last; int nodes; public: Queue():first(nullptr),last(nullptr),nodes(0){}; ~Queue(); void enque(Item item); bool deque(Item &item); int getNodes() const { return nodes; } void empty(); }; #endif // Queue.cpp - Projekt-uppgift // Håkan Sjölin 2014-05-31 //----------------------------------------------------------------------------- #include "queue.h" using namespace std; class Node { public: Node *next; Item data; Node (Node *n, Item newData) : next(n), data(newData) {} }; //------------------------------------------------------------------------------ // Funktionsdefinitioner för klassen Queue //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ // Destruktor //------------------------------------------------------------------------------ Queue::~Queue() { while(first!=0) { Node *tmp = first; first = first->next; delete tmp; } } //------------------------------------------------------------------------------ // Lägg till data sist i kön //------------------------------------------------------------------------------ void Queue::enque(Item item) { Node *pNew = new Node(0,item); if(getNodes() < 1) first = pNew; else last->next = pNew; last = pNew; nodes++; } //------------------------------------------------------------------------------ // Ta bort data först i kön //------------------------------------------------------------------------------ bool Queue::deque(Item &item) { if(getNodes() < 1) return false; //cout << "deque: test2" << endl; Node *n = first; //cout << "deque: test3" << endl; //cout << "item = " << item << endl; //cout << "first = " << first << endl; //cout << "n->data = " << n->data << endl; item = n->data; //cout << "deque: test4" << endl; first = first->next; //delete n; nodes--; if(getNodes() < 1) // Kön BLEV tom last = nullptr; return true; } //------------------------------------------------------------------------------ // Töm kön //------------------------------------------------------------------------------ void Queue::empty() { while (getNodes() > 0) { Item item; deque(item); } } //------------------------------------------------------------------------------ Song: // Song.h - Projekt-uppgift // Håkan Sjölin 2014-05-15 //----------------------------------------------------------------------------- #ifndef song_h #define song_h #include "Time.h" #include <string> #include <iostream> using namespace std; class Song { private: string title; string artist; Time length; public: Song(); Song(string pTitle, string pArtist, Time pLength); // Setfunktioner void setTitle(string pTitle); void setArtist(string pArtist); void setLength(Time pLength); // Getfunktioner string getTitle() const { return title;} string getArtist() const { return artist;} Time getLength() const { return length;} }; ostream &operator<<(ostream &os, const Song &song); istream &operator>>(istream &is, Song &song); #endif // Song.cpp - Projekt-uppgift // Håkan Sjölin 2014-05-15 //----------------------------------------------------------------------------- #include "Song.h" #include "Constants.h" #include <iostream> //------------------------------------------------------------------------------ // Definiering av Songs medlemsfunktioner //------------------------------------------------------------------------------ // Fövald konstruktor //------------------------------------------------------------------------------ Song::Song() { } //------------------------------------------------------------------------------ // Initieringskonstruktor //------------------------------------------------------------------------------ Song::Song(string pTitle, string pArtist, Time pLength) { title = pTitle; artist = pArtist; length = pLength; } //------------------------------------------------------------------------------ // Setfunktioner //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ // setTitle // Ange titel //------------------------------------------------------------------------------ void Song::setTitle(string pTitle) { title = pTitle; } //------------------------------------------------------------------------------ // setArtist // Ange artist //------------------------------------------------------------------------------ void Song::setArtist(string pArtist) { artist = pArtist; } //------------------------------------------------------------------------------ // setTitle // Ange titel //------------------------------------------------------------------------------ void Song::setLength(Time pLength) { length = pLength; } //--------------------------------------------------------------------------- // Överlagring av utskriftsoperatorn //--------------------------------------------------------------------------- ostream &operator<<(ostream &os, const Song &song) { os << song.getTitle() << DELIM << song.getArtist() << DELIM << song.getLength(); return os; } //--------------------------------------------------------------------------- // Överlagring av inmatningsoperatorn //--------------------------------------------------------------------------- istream &operator>>(istream &is, Song &song) { string tmpString; Time tmpLength; getline(is, tmpString, DELIM); song.setTitle(tmpString); getline(is, tmpString, DELIM); song.setArtist(tmpString); is >> tmpLength; is.get(); song.setLength(tmpLength); return is; } //--------------------------------------------------------------------------- Album: // Album.h - Projekt-uppgift // Håkan Sjölin 2014-05-17 //----------------------------------------------------------------------------- #ifndef album_h #define album_h #include "Song.h" #include <string> #include <vector> #include <iostream> using namespace std; class Album { private: string name; vector<Song> songs; public: Album(); Album(string pNameTitle, vector<Song> pSongs); // Setfunktioner void setName(string pName); // Getfunktioner string getName() const { return name;} vector<Song> getSongs() const { return songs;} int getNumberOfSongs() const { return songs.size();} Time getTotalTime() const; void addSong(Song pSong); bool operator<(const Album &album) const; }; ostream &operator<<(ostream &os, const Album &album); istream &operator>>(istream &is, Album &album); #endif // Album.cpp - Projekt-uppgift // Håkan Sjölin 2014-05-17 //----------------------------------------------------------------------------- #include "Album.h" #include "Constants.h" #include <iostream> #include <string> //------------------------------------------------------------------------------ // Definiering av Albums medlemsfunktioner //------------------------------------------------------------------------------ // Fövald konstruktor //------------------------------------------------------------------------------ Album::Album() { } //------------------------------------------------------------------------------ // Initieringskonstruktor //------------------------------------------------------------------------------ Album::Album(string pName, vector<Song> pSongs) { name = pName; songs = pSongs; } //------------------------------------------------------------------------------ // Setfunktioner //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ // setName // Ange namn //------------------------------------------------------------------------------ void Album::setName(string pName) { name = pName; } //------------------------------------------------------------------------------ // addSong // Lägg till song //------------------------------------------------------------------------------ void Album::addSong(Song pSong) { songs.push_back(pSong); } //------------------------------------------------------------------------------ // getTotalTime // Returnera total speltid //------------------------------------------------------------------------------ Time Album::getTotalTime() const { Time tTime(0,0,0); for(Song s : songs) { tTime = tTime + s.getLength(); } return tTime; } //--------------------------------------------------------------------------- // Mindre än //--------------------------------------------------------------------------- bool Album::operator<(const Album &album) const { return getTotalTime() < album.getTotalTime(); } //--------------------------------------------------------------------------- // Överlagring av utskriftsoperatorn //--------------------------------------------------------------------------- ostream &operator<<(ostream &os, const Album &album) { os << album.getName() << endl; os << album.getNumberOfSongs() << endl; for (size_t i = 0; i < album.getSongs().size(); i++) os << album.getSongs().at(i) << endl; return os; } //--------------------------------------------------------------------------- // Överlagring av inmatningsoperatorn //--------------------------------------------------------------------------- istream &operator>>(istream &is, Album &album) { string tmpString; int tmpNumberOfSongs; Song tmpSong; getline(is, tmpString); album.setName(tmpString); is >> tmpNumberOfSongs; is.get(); for (int i = 0; i < tmpNumberOfSongs; i++) { is >> tmpSong; album.addSong(tmpSong); } return is; } //--------------------------------------------------------------------------- Time: // Time.h - Projekt-uppgift // Håkan Sjölin 2014-05-15 //----------------------------------------------------------------------------- #ifndef time_h #define time_h #include <iostream> using namespace std; class Time { private: int hours; int minutes; int seconds; public: Time(); Time(int pHour, int pMinute, int pSecond); // Setfunktioner void setHour(int pHour); void setMinute(int pMinute); void setSecond(int pSecond); // Getfunktioner int getHour() const { return hours;} int getMinute() const { return minutes;} int getSecond() const { return seconds;} Time operator+(const Time &time) const; bool operator==(const Time &time) const; bool operator<(const Time &time) const; }; ostream &operator<<(ostream &os, const Time &time); istream &operator>>(istream &is, Time &Time); #endif // Time.cpp - Projekt-uppgift // Håkan Sjölin 2014-05-15 //----------------------------------------------------------------------------- #include "Time.h" #include <iostream> //------------------------------------------------------------------------------ // Definiering av Times medlemsfunktioner //------------------------------------------------------------------------------ // Fövald konstruktor //------------------------------------------------------------------------------ Time::Time() { } //------------------------------------------------------------------------------ // Initieringskonstruktor //------------------------------------------------------------------------------ Time::Time(int pHour, int pMinute, int pSecond) { setHour(pHour); setMinute(pMinute); setSecond(pSecond); } //------------------------------------------------------------------------------ // Setfunktioner //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ // setHour // Ange timme //------------------------------------------------------------------------------ void Time::setHour(int pHour) { if(pHour>-1) hours = pHour; else hours = 0; } //------------------------------------------------------------------------------ // setMinute // Ange minut //------------------------------------------------------------------------------ void Time::setMinute(int pMinute) { if(pMinute < 60 && pMinute > -1) { minutes = pMinute; } else minutes = 0; } //------------------------------------------------------------------------------ // setSecond // Ange sekund //------------------------------------------------------------------------------ void Time::setSecond(int pSecond) { if(pSecond < 60 && pSecond > -1) { seconds = pSecond; } else seconds = 0; } //--------------------------------------------------------------------------- // Överlagring av utskriftsoperatorn //--------------------------------------------------------------------------- ostream &operator<<(ostream &os, const Time &time) { os << time.getHour()*3600+time.getMinute()*60+time.getSecond(); return os; } //--------------------------------------------------------------------------- // Överlagring av inmatningsoperatorn //--------------------------------------------------------------------------- istream &operator>>(istream &is, Time &time) { int tmp; is >> tmp; time.setSecond(tmp%60); time.setMinute((tmp/60)%60); time.setHour(tmp/3600); return is; } //--------------------------------------------------------------------------- // Likhet //-------------------------------------------------------------------------- bool Time::operator==(const Time &time) const { return hours == time.getHour() && minutes == time.getMinute() && seconds == time.getSecond(); } //--------------------------------------------------------------------------- // Mindre än //--------------------------------------------------------------------------- bool Time::operator<(const Time &time) const { if(hours == time.getHour()) { if(minutes == time.getMinute()) { return seconds < time.getSecond(); } else { return minutes < time.getMinute(); } } else { return hours < time.getHour(); } } //--------------------------------------------------------------------------- // Addition //--------------------------------------------------------------------------- Time Time::operator+(const Time &time) const { return Time(hours+time.getHour() + (minutes+time.getMinute() + (seconds+time.getSecond())/60)/60, (minutes+time.getMinute() + (seconds+time.getSecond())/60)%60, (seconds+time.getSecond())%60); } //--------------------------------------------------------------------------- Thanks in advance for any help! Edit2: Didn't think of including the more detailed crash info (as it didn't show in the crash pop-up, so to say). Anyway, here it is: Output: 'Jukebox.exe' (Win32): Loaded 'C:\Users\Håkan\Documents\Studier - IT\Objektbaserad programmering i C++\Inlämningsuppgifter\Projekt\Jukebox\Debug\Jukebox.exe'. Symbols loaded. 'Jukebox.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ntdll.dll'. Cannot find or open the PDB file. 'Jukebox.exe' (Win32): Loaded 'C:\Windows\SysWOW64\kernel32.dll'. Cannot find or open the PDB file. 'Jukebox.exe' (Win32): Loaded 'C:\Windows\SysWOW64\KernelBase.dll'. Cannot find or open the PDB file. 'Jukebox.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcp110d.dll'. Symbols loaded. 'Jukebox.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcr110d.dll'. Symbols loaded. The thread 0xe50 has exited with code 0 (0x0). Unhandled exception at 0x0083630C in Jukebox.exe: 0xC0000005: Access violation reading location 0x0000003C. Call stack: > Jukebox.exe!Song::getLength() Line 27 C++ Jukebox.exe!operator<<(std::basic_ostream<char,std::char_traits<char> > & os, const Song & song) Line 59 C++ Jukebox.exe!Queue::deque(Song & item) Line 55 C++ Jukebox.exe!Jukebox::playList() Line 493 C++ Jukebox.exe!Jukebox::play() Line 385 C++ Jukebox.exe!Jukebox::run() Line 536 C++ Jukebox.exe!main() Line 547 C++ Jukebox.exe!__tmainCRTStartup() Line 536 C Jukebox.exe!mainCRTStartup() Line 377 C kernel32.dll!754d86e3() Unknown [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] ntdll.dll!7748bf39() Unknown ntdll.dll!7748bf0c() Unknown

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  • Very different I/O performance in C++ on Windows

    - by Mr.Gate
    Hi all, I'm a new user and my english is not so good so I hope to be clear. We're facing a performance problem using large files (1GB or more) expecially (as it seems) when you try to grow them in size. Anyway... to verify our sensations we tryed the following (on Win 7 64Bit, 4core, 8GB Ram, 32 bit code compiled with VC2008) a) Open an unexisting file. Write it from the beginning up to 1Gb in 1Mb slots. Now you have a 1Gb file. Now randomize 10000 positions within that file, seek to that position and write 50 bytes in each position, no matter what you write. Close the file and look at the results. Time to create the file is quite fast (about 0.3"), time to write 10000 times is fast all the same (about 0.03"). Very good, this is the beginnig. Now try something else... b) Open an unexisting file, seek to 1Gb-1byte and write just 1 byte. Now you have another 1Gb file. Follow the next steps exactly same way of case 'a', close the file and look at the results. Time to create the file is the faster you can imagine (about 0.00009") but write time is something you can't believe.... about 90"!!!!! b.1) Open an unexisting file, don't write any byte. Act as before, ramdomizing, seeking and writing, close the file and look at the result. Time to write is long all the same: about 90"!!!!! Ok... this is quite amazing. But there's more! c) Open again the file you crated in case 'a', don't truncate it... randomize again 10000 positions and act as before. You're fast as before, about 0,03" to write 10000 times. This sounds Ok... try another step. d) Now open the file you created in case 'b', don't truncate it... randomize again 10000 positions and act as before. You're slow again and again, but the time is reduced to... 45"!! Maybe, trying again, the time will reduce. I actually wonder why... Any Idea? The following is part of the code I used to test what I told in previuos cases (you'll have to change someting in order to have a clean compilation, I just cut & paste from some source code, sorry). The sample can read and write, in random, ordered or reverse ordered mode, but write only in random order is the clearest test. We tryed using std::fstream but also using directly CreateFile(), WriteFile() and so on the results are the same (even if std::fstream is actually a little slower). Parameters for case 'a' = -f_tempdir_\casea.dat -n10000 -t -p -w Parameters for case 'b' = -f_tempdir_\caseb.dat -n10000 -t -v -w Parameters for case 'b.1' = -f_tempdir_\caseb.dat -n10000 -t -w Parameters for case 'c' = -f_tempdir_\casea.dat -n10000 -w Parameters for case 'd' = -f_tempdir_\caseb.dat -n10000 -w Run the test (and even others) and see... // iotest.cpp : Defines the entry point for the console application. // #include <windows.h> #include <iostream> #include <set> #include <vector> #include "stdafx.h" double RealTime_Microsecs() { LARGE_INTEGER fr = {0, 0}; LARGE_INTEGER ti = {0, 0}; double time = 0.0; QueryPerformanceCounter(&ti); QueryPerformanceFrequency(&fr); time = (double) ti.QuadPart / (double) fr.QuadPart; return time; } int main(int argc, char* argv[]) { std::string sFileName ; size_t stSize, stTimes, stBytes ; int retval = 0 ; char *p = NULL ; char *pPattern = NULL ; char *pReadBuf = NULL ; try { // Default stSize = 1<<30 ; // 1Gb stTimes = 1000 ; stBytes = 50 ; bool bTruncate = false ; bool bPre = false ; bool bPreFast = false ; bool bOrdered = false ; bool bReverse = false ; bool bWriteOnly = false ; // Comsumo i parametri for(int index=1; index < argc; ++index) { if ( '-' != argv[index][0] ) throw ; switch(argv[index][1]) { case 'f': sFileName = argv[index]+2 ; break ; case 's': stSize = xw::str::strtol(argv[index]+2) ; break ; case 'n': stTimes = xw::str::strtol(argv[index]+2) ; break ; case 'b':stBytes = xw::str::strtol(argv[index]+2) ; break ; case 't': bTruncate = true ; break ; case 'p' : bPre = true, bPreFast = false ; break ; case 'v' : bPreFast = true, bPre = false ; break ; case 'o' : bOrdered = true, bReverse = false ; break ; case 'r' : bReverse = true, bOrdered = false ; break ; case 'w' : bWriteOnly = true ; break ; default: throw ; break ; } } if ( sFileName.empty() ) { std::cout << "Usage: -f<File Name> -s<File Size> -n<Number of Reads and Writes> -b<Bytes per Read and Write> -t -p -v -o -r -w" << std::endl ; std::cout << "-t truncates the file, -p pre load the file, -v pre load 'veloce', -o writes in order mode, -r write in reverse order mode, -w Write Only" << std::endl ; std::cout << "Default: 1Gb, 1000 times, 50 bytes" << std::endl ; throw ; } if ( !stSize || !stTimes || !stBytes ) { std::cout << "Invalid Parameters" << std::endl ; return -1 ; } size_t stBestSize = 0x00100000 ; std::fstream fFile ; fFile.open(sFileName.c_str(), std::ios_base::binary|std::ios_base::out|std::ios_base::in|(bTruncate?std::ios_base::trunc:0)) ; p = new char[stBestSize] ; pPattern = new char[stBytes] ; pReadBuf = new char[stBytes] ; memset(p, 0, stBestSize) ; memset(pPattern, (int)(stBytes&0x000000ff), stBytes) ; double dTime = RealTime_Microsecs() ; size_t stCopySize, stSizeToCopy = stSize ; if ( bPre ) { do { stCopySize = std::min(stSizeToCopy, stBestSize) ; fFile.write(p, stCopySize) ; stSizeToCopy -= stCopySize ; } while (stSizeToCopy) ; std::cout << "Creating time is: " << xw::str::itoa(RealTime_Microsecs()-dTime, 5, 'f') << std::endl ; } else if ( bPreFast ) { fFile.seekp(stSize-1) ; fFile.write(p, 1) ; std::cout << "Creating Fast time is: " << xw::str::itoa(RealTime_Microsecs()-dTime, 5, 'f') << std::endl ; } size_t stPos ; ::srand((unsigned int)dTime) ; double dReadTime, dWriteTime ; stCopySize = stTimes ; std::vector<size_t> inVect ; std::vector<size_t> outVect ; std::set<size_t> outSet ; std::set<size_t> inSet ; // Prepare vector and set do { stPos = (size_t)(::rand()<<16) % stSize ; outVect.push_back(stPos) ; outSet.insert(stPos) ; stPos = (size_t)(::rand()<<16) % stSize ; inVect.push_back(stPos) ; inSet.insert(stPos) ; } while (--stCopySize) ; // Write & read using vectors if ( !bReverse && !bOrdered ) { std::vector<size_t>::iterator outI, inI ; outI = outVect.begin() ; inI = inVect.begin() ; stCopySize = stTimes ; dReadTime = 0.0 ; dWriteTime = 0.0 ; do { dTime = RealTime_Microsecs() ; fFile.seekp(*outI) ; fFile.write(pPattern, stBytes) ; dWriteTime += RealTime_Microsecs() - dTime ; ++outI ; if ( !bWriteOnly ) { dTime = RealTime_Microsecs() ; fFile.seekg(*inI) ; fFile.read(pReadBuf, stBytes) ; dReadTime += RealTime_Microsecs() - dTime ; ++inI ; } } while (--stCopySize) ; std::cout << "Write time is " << xw::str::itoa(dWriteTime, 5, 'f') << " (Ave: " << xw::str::itoa(dWriteTime/stTimes, 10, 'f') << ")" << std::endl ; if ( !bWriteOnly ) { std::cout << "Read time is " << xw::str::itoa(dReadTime, 5, 'f') << " (Ave: " << xw::str::itoa(dReadTime/stTimes, 10, 'f') << ")" << std::endl ; } } // End // Write in order if ( bOrdered ) { std::set<size_t>::iterator i = outSet.begin() ; dWriteTime = 0.0 ; stCopySize = 0 ; for(; i != outSet.end(); ++i) { stPos = *i ; dTime = RealTime_Microsecs() ; fFile.seekp(stPos) ; fFile.write(pPattern, stBytes) ; dWriteTime += RealTime_Microsecs() - dTime ; ++stCopySize ; } std::cout << "Ordered Write time is " << xw::str::itoa(dWriteTime, 5, 'f') << " in " << xw::str::itoa(stCopySize) << " (Ave: " << xw::str::itoa(dWriteTime/stCopySize, 10, 'f') << ")" << std::endl ; if ( !bWriteOnly ) { i = inSet.begin() ; dReadTime = 0.0 ; stCopySize = 0 ; for(; i != inSet.end(); ++i) { stPos = *i ; dTime = RealTime_Microsecs() ; fFile.seekg(stPos) ; fFile.read(pReadBuf, stBytes) ; dReadTime += RealTime_Microsecs() - dTime ; ++stCopySize ; } std::cout << "Ordered Read time is " << xw::str::itoa(dReadTime, 5, 'f') << " in " << xw::str::itoa(stCopySize) << " (Ave: " << xw::str::itoa(dReadTime/stCopySize, 10, 'f') << ")" << std::endl ; } }// End // Write in reverse order if ( bReverse ) { std::set<size_t>::reverse_iterator i = outSet.rbegin() ; dWriteTime = 0.0 ; stCopySize = 0 ; for(; i != outSet.rend(); ++i) { stPos = *i ; dTime = RealTime_Microsecs() ; fFile.seekp(stPos) ; fFile.write(pPattern, stBytes) ; dWriteTime += RealTime_Microsecs() - dTime ; ++stCopySize ; } std::cout << "Reverse ordered Write time is " << xw::str::itoa(dWriteTime, 5, 'f') << " in " << xw::str::itoa(stCopySize) << " (Ave: " << xw::str::itoa(dWriteTime/stCopySize, 10, 'f') << ")" << std::endl ; if ( !bWriteOnly ) { i = inSet.rbegin() ; dReadTime = 0.0 ; stCopySize = 0 ; for(; i != inSet.rend(); ++i) { stPos = *i ; dTime = RealTime_Microsecs() ; fFile.seekg(stPos) ; fFile.read(pReadBuf, stBytes) ; dReadTime += RealTime_Microsecs() - dTime ; ++stCopySize ; } std::cout << "Reverse ordered Read time is " << xw::str::itoa(dReadTime, 5, 'f') << " in " << xw::str::itoa(stCopySize) << " (Ave: " << xw::str::itoa(dReadTime/stCopySize, 10, 'f') << ")" << std::endl ; } }// End dTime = RealTime_Microsecs() ; fFile.close() ; std::cout << "Flush/Close Time is " << xw::str::itoa(RealTime_Microsecs()-dTime, 5, 'f') << std::endl ; std::cout << "Program Terminated" << std::endl ; } catch(...) { std::cout << "Something wrong or wrong parameters" << std::endl ; retval = -1 ; } if ( p ) delete []p ; if ( pPattern ) delete []pPattern ; if ( pReadBuf ) delete []pReadBuf ; return retval ; }

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  • Nullpointerexcption & abrupt IOStream closure with inheritence and subclasses

    - by user1401652
    A brief background before so we can communicate on the same wave length. I've had about 8-10 university courses on programming from data structure, to one on all languages, to specific ones such as java & c++. I'm a bit rusty because i usually take 2-3 month breaks from coding. This is a personal project that I started thinking of two years back. Okay down to the details, and a specific question, I'm having problems with my mutator functions. It seems to be that I am trying to access a private variable incorrectly. The question is, am I nesting my classes too much and trying to mutate a base class variable the incorrect way. If so point me in the way of the correct literature, or confirm this is my problem so I can restudy this information. Thanks package GroceryReceiptProgram; import java.io.*; import java.util.Vector; public class Date { private int hour, minute, day, month, year; Date() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What's the hour? (Use 1-24 military notation"); hour = Integer.parseInt(keyboard.readLine()); System.out.println("what's the minute? "); minute = Integer.parseInt(keyboard.readLine()); System.out.println("What's the day of the month?"); day = Integer.parseInt(keyboard.readLine()); System.out.println("Which month of the year is it, use an integer"); month = Integer.parseInt(keyboard.readLine()); System.out.println("What year is it?"); year = Integer.parseInt(keyboard.readLine()); keyboard.close(); } catch (IOException e) { System.out.println("Yo houston we have a problem"); } } public void setHour(int hour) { this.hour = hour; } public void setHour() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What hour, use military notation?"); this.hour = Integer.parseInt(keyboard.readLine()); keyboard.close(); } catch (NumberFormatException e) { System.out.println(e.toString() + ":doesnt seem to be a number"); } catch (IOException e) { System.out.println(e.toString()); } } public int getHour() { return hour; } public void setMinute(int minute) { this.minute = minute; } public void setMinute() { try (BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in))) { System.out.println("What minute?"); this.minute = Integer.parseInt(keyboard.readLine()); } catch (NumberFormatException e) { System.out.println(e.toString() + ": doesnt seem to be a number"); } catch (IOException e) { System.out.println(e.toString() + ": minute shall not cooperate"); } catch (NullPointerException e) { System.out.println(e.toString() + ": in the setMinute function of the Date class"); } } public int getMinute() { return minute; } public void setDay(int day) { this.day = day; } public void setDay() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What day 0-6?"); this.day = Integer.parseInt(keyboard.readLine()); keyboard.close(); } catch (NumberFormatException e) { System.out.println(e.toString() + ":doesnt seem to be a number"); } catch (IOException e) { System.out.println(e.toString()); } } public int getDay() { return day; } public void setMonth(int month) { this.month = month; } public void setMonth() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What month 0-11?"); this.month = Integer.parseInt(keyboard.readLine()); keyboard.close(); } catch (NumberFormatException e) { System.out.println(e.toString() + ":doesnt seem to be a number"); } catch (IOException e) { System.out.println(e.toString()); } } public int getMonth() { return month; } public void setYear(int year) { this.year = year; } public void setYear() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What year?"); this.year = Integer.parseInt(keyboard.readLine()); keyboard.close(); } catch (NumberFormatException e) { System.out.println(e.toString() + ":doesnt seem to be a number"); } catch (IOException e) { System.out.println(e.toString()); } } public int getYear() { return year; } public void set() { setMinute(); setHour(); setDay(); setMonth(); setYear(); } public Vector<Integer> get() { Vector<Integer> holder = new Vector<Integer>(5); holder.add(hour); holder.add(minute); holder.add(month); holder.add(day); holder.add(year); return holder; } }; That is the Date class obviously, next is the other base class Location. package GroceryReceiptProgram; import java.io.*; import java.util.Vector; public class Location { String streetName, state, city, country; int zipCode, address; Location() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What is the street name"); streetName = keyboard.readLine(); System.out.println("Which state?"); state = keyboard.readLine(); System.out.println("Which city?"); city = keyboard.readLine(); System.out.println("Which country?"); country = keyboard.readLine(); System.out.println("Which zipcode?");//if not u.s. continue around this step zipCode = Integer.parseInt(keyboard.readLine()); System.out.println("What address?"); address = Integer.parseInt(keyboard.readLine()); } catch (IOException e) { System.out.println(e.toString()); } } public void setZipCode(int zipCode) { this.zipCode = zipCode; } public void setZipCode() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What zipCode?"); this.zipCode = Integer.parseInt(keyboard.readLine()); keyboard.close(); } catch (NumberFormatException e) { System.out.println(e.toString() + ":doesnt seem to be a number"); } catch (IOException e) { System.out.println(e.toString()); } } public void set() { setAddress(); setCity(); setCountry(); setState(); setStreetName(); setZipCode(); } public int getZipCode() { return zipCode; } public void setAddress(int address) { this.address = address; } public void setAddress() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What minute?"); this.address = Integer.parseInt(keyboard.readLine()); keyboard.close(); } catch (NumberFormatException e) { System.out.println(e.toString() + ":doesnt seem to be a number"); } catch (IOException e) { System.out.println(e.toString()); } } public int getAddress() { return address; } public void setStreetName(String streetName) { this.streetName = streetName; } public void setStreetName() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What minute?"); this.streetName = keyboard.readLine(); keyboard.close(); } catch (IOException e) { System.out.println(e.toString()); } } public String getStreetName() { return streetName; } public void setState(String state) { this.state = state; } public void setState() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What minute?"); this.state = keyboard.readLine(); keyboard.close(); } catch (IOException e) { System.out.println(e.toString()); } } public String getState() { return state; } public void setCity(String city) { this.city = city; } public void setCity() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What minute?"); this.city = keyboard.readLine(); keyboard.close(); } catch (IOException e) { System.out.println(e.toString()); } } public String getCity() { return city; } public void setCountry(String country) { this.country = country; } public void setCountry() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What minute?"); this.country = keyboard.readLine(); keyboard.close(); } catch (IOException e) { System.out.println(e.toString()); } } public String getCountry() { return country; } }; their parent(What is the proper name?) class package GroceryReceiptProgram; import java.io.*; public class FoodGroup { private int price, count; private Date purchaseDate, expirationDate; private Location location; private String name; public FoodGroup() { try { setPrice(); setCount(); expirationDate.set(); purchaseDate.set(); location.set(); } catch (NullPointerException e) { System.out.println(e.toString() + ": in the constructor of the FoodGroup class"); } } public void setPrice(int price) { this.price = price; } public void setPrice() { try (BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in))) { System.out.println("What Price?"); price = Integer.parseInt(keyboard.readLine()); } catch (NumberFormatException e) { System.out.println(e.toString() + ":doesnt seem to be a number"); } catch (IOException e) { System.out.println(e.toString() + ": in the FoodGroup class, setPrice function"); } catch (NullPointerException e) { System.out.println(e.toString() + ": in FoodGroup class. SetPrice()"); } } public int getPrice() { return price; } public void setCount(int count) { this.count = count; } public void setCount() { try (BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in))) { System.out.println("What count?"); count = Integer.parseInt(keyboard.readLine()); } catch (NumberFormatException e) { System.out.println(e.toString() + ":doesnt seem to be a number"); } catch (IOException e) { System.out.println(e.toString() + ": in the FoodGroup class, setCount()"); } catch (NullPointerException e) { System.out.println(e.toString() + ": in FoodGroup class, setCount"); } } public int getCount() { return count; } public void setName(String name) { this.name = name; } public void setName() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What minute?"); this.name = keyboard.readLine(); } catch (IOException e) { System.out.println(e.toString()); } } public String getName() { return name; } public void setLocation(Location location) { this.location = location; } public Location getLocation() { return location; } public void setPurchaseDate(Date purchaseDate) { this.purchaseDate = purchaseDate; } public void setPurchaseDate() { this.purchaseDate.set(); } public Date getPurchaseDate() { return purchaseDate; } public void setExpirationDate(Date expirationDate) { this.expirationDate = expirationDate; } public void setExpirationDate() { this.expirationDate.set(); } public Date getExpirationDate() { return expirationDate; } } and finally the main class, so I can get access to all of this work. package GroceryReceiptProgram; public class NewMain { public static void main(String[] args) { FoodGroup test = new FoodGroup(); } } If anyone is further interested, here is a link the UML for this. https://www.dropbox.com/s/1weigjnxih70tbv/GRP.dia

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  • Very different IO performance in C/C++

    - by Roberto Tirabassi
    Hi all, I'm a new user and my english is not so good so I hope to be clear. We're facing a performance problem using large files (1GB or more) expecially (as it seems) when you try to grow them in size. Anyway... to verify our sensations we tryed the following (on Win 7 64Bit, 4core, 8GB Ram, 32 bit code compiled with VC2008) a) Open an unexisting file. Write it from the beginning up to 1Gb in 1Mb slots. Now you have a 1Gb file. Now randomize 10000 positions within that file, seek to that position and write 50 bytes in each position, no matter what you write. Close the file and look at the results. Time to create the file is quite fast (about 0.3"), time to write 10000 times is fast all the same (about 0.03"). Very good, this is the beginnig. Now try something else... b) Open an unexisting file, seek to 1Gb-1byte and write just 1 byte. Now you have another 1Gb file. Follow the next steps exactly same way of case 'a', close the file and look at the results. Time to create the file is the faster you can imagine (about 0.00009") but write time is something you can't believe.... about 90"!!!!! b.1) Open an unexisting file, don't write any byte. Act as before, ramdomizing, seeking and writing, close the file and look at the result. Time to write is long all the same: about 90"!!!!! Ok... this is quite amazing. But there's more! c) Open again the file you crated in case 'a', don't truncate it... randomize again 10000 positions and act as before. You're fast as before, about 0,03" to write 10000 times. This sounds Ok... try another step. d) Now open the file you created in case 'b', don't truncate it... randomize again 10000 positions and act as before. You're slow again and again, but the time is reduced to... 45"!! Maybe, trying again, the time will reduce. I actually wonder why... Any Idea? The following is part of the code I used to test what I told in previuos cases (you'll have to change someting in order to have a clean compilation, I just cut & paste from some source code, sorry). The sample can read and write, in random, ordered or reverse ordered mode, but write only in random order is the clearest test. We tryed using std::fstream but also using directly CreateFile(), WriteFile() and so on the results are the same (even if std::fstream is actually a little slower). Parameters for case 'a' = -f_tempdir_\casea.dat -n10000 -t -p -w Parameters for case 'b' = -f_tempdir_\caseb.dat -n10000 -t -v -w Parameters for case 'b.1' = -f_tempdir_\caseb.dat -n10000 -t -w Parameters for case 'c' = -f_tempdir_\casea.dat -n10000 -w Parameters for case 'd' = -f_tempdir_\caseb.dat -n10000 -w Run the test (and even others) and see... // iotest.cpp : Defines the entry point for the console application. // #include <windows.h> #include <iostream> #include <set> #include <vector> #include "stdafx.h" double RealTime_Microsecs() { LARGE_INTEGER fr = {0, 0}; LARGE_INTEGER ti = {0, 0}; double time = 0.0; QueryPerformanceCounter(&ti); QueryPerformanceFrequency(&fr); time = (double) ti.QuadPart / (double) fr.QuadPart; return time; } int main(int argc, char* argv[]) { std::string sFileName ; size_t stSize, stTimes, stBytes ; int retval = 0 ; char *p = NULL ; char *pPattern = NULL ; char *pReadBuf = NULL ; try { // Default stSize = 1<<30 ; // 1Gb stTimes = 1000 ; stBytes = 50 ; bool bTruncate = false ; bool bPre = false ; bool bPreFast = false ; bool bOrdered = false ; bool bReverse = false ; bool bWriteOnly = false ; // Comsumo i parametri for(int index=1; index < argc; ++index) { if ( '-' != argv[index][0] ) throw ; switch(argv[index][1]) { case 'f': sFileName = argv[index]+2 ; break ; case 's': stSize = xw::str::strtol(argv[index]+2) ; break ; case 'n': stTimes = xw::str::strtol(argv[index]+2) ; break ; case 'b':stBytes = xw::str::strtol(argv[index]+2) ; break ; case 't': bTruncate = true ; break ; case 'p' : bPre = true, bPreFast = false ; break ; case 'v' : bPreFast = true, bPre = false ; break ; case 'o' : bOrdered = true, bReverse = false ; break ; case 'r' : bReverse = true, bOrdered = false ; break ; case 'w' : bWriteOnly = true ; break ; default: throw ; break ; } } if ( sFileName.empty() ) { std::cout << "Usage: -f<File Name> -s<File Size> -n<Number of Reads and Writes> -b<Bytes per Read and Write> -t -p -v -o -r -w" << std::endl ; std::cout << "-t truncates the file, -p pre load the file, -v pre load 'veloce', -o writes in order mode, -r write in reverse order mode, -w Write Only" << std::endl ; std::cout << "Default: 1Gb, 1000 times, 50 bytes" << std::endl ; throw ; } if ( !stSize || !stTimes || !stBytes ) { std::cout << "Invalid Parameters" << std::endl ; return -1 ; } size_t stBestSize = 0x00100000 ; std::fstream fFile ; fFile.open(sFileName.c_str(), std::ios_base::binary|std::ios_base::out|std::ios_base::in|(bTruncate?std::ios_base::trunc:0)) ; p = new char[stBestSize] ; pPattern = new char[stBytes] ; pReadBuf = new char[stBytes] ; memset(p, 0, stBestSize) ; memset(pPattern, (int)(stBytes&0x000000ff), stBytes) ; double dTime = RealTime_Microsecs() ; size_t stCopySize, stSizeToCopy = stSize ; if ( bPre ) { do { stCopySize = std::min(stSizeToCopy, stBestSize) ; fFile.write(p, stCopySize) ; stSizeToCopy -= stCopySize ; } while (stSizeToCopy) ; std::cout << "Creating time is: " << xw::str::itoa(RealTime_Microsecs()-dTime, 5, 'f') << std::endl ; } else if ( bPreFast ) { fFile.seekp(stSize-1) ; fFile.write(p, 1) ; std::cout << "Creating Fast time is: " << xw::str::itoa(RealTime_Microsecs()-dTime, 5, 'f') << std::endl ; } size_t stPos ; ::srand((unsigned int)dTime) ; double dReadTime, dWriteTime ; stCopySize = stTimes ; std::vector<size_t> inVect ; std::vector<size_t> outVect ; std::set<size_t> outSet ; std::set<size_t> inSet ; // Prepare vector and set do { stPos = (size_t)(::rand()<<16) % stSize ; outVect.push_back(stPos) ; outSet.insert(stPos) ; stPos = (size_t)(::rand()<<16) % stSize ; inVect.push_back(stPos) ; inSet.insert(stPos) ; } while (--stCopySize) ; // Write & read using vectors if ( !bReverse && !bOrdered ) { std::vector<size_t>::iterator outI, inI ; outI = outVect.begin() ; inI = inVect.begin() ; stCopySize = stTimes ; dReadTime = 0.0 ; dWriteTime = 0.0 ; do { dTime = RealTime_Microsecs() ; fFile.seekp(*outI) ; fFile.write(pPattern, stBytes) ; dWriteTime += RealTime_Microsecs() - dTime ; ++outI ; if ( !bWriteOnly ) { dTime = RealTime_Microsecs() ; fFile.seekg(*inI) ; fFile.read(pReadBuf, stBytes) ; dReadTime += RealTime_Microsecs() - dTime ; ++inI ; } } while (--stCopySize) ; std::cout << "Write time is " << xw::str::itoa(dWriteTime, 5, 'f') << " (Ave: " << xw::str::itoa(dWriteTime/stTimes, 10, 'f') << ")" << std::endl ; if ( !bWriteOnly ) { std::cout << "Read time is " << xw::str::itoa(dReadTime, 5, 'f') << " (Ave: " << xw::str::itoa(dReadTime/stTimes, 10, 'f') << ")" << std::endl ; } } // End // Write in order if ( bOrdered ) { std::set<size_t>::iterator i = outSet.begin() ; dWriteTime = 0.0 ; stCopySize = 0 ; for(; i != outSet.end(); ++i) { stPos = *i ; dTime = RealTime_Microsecs() ; fFile.seekp(stPos) ; fFile.write(pPattern, stBytes) ; dWriteTime += RealTime_Microsecs() - dTime ; ++stCopySize ; } std::cout << "Ordered Write time is " << xw::str::itoa(dWriteTime, 5, 'f') << " in " << xw::str::itoa(stCopySize) << " (Ave: " << xw::str::itoa(dWriteTime/stCopySize, 10, 'f') << ")" << std::endl ; if ( !bWriteOnly ) { i = inSet.begin() ; dReadTime = 0.0 ; stCopySize = 0 ; for(; i != inSet.end(); ++i) { stPos = *i ; dTime = RealTime_Microsecs() ; fFile.seekg(stPos) ; fFile.read(pReadBuf, stBytes) ; dReadTime += RealTime_Microsecs() - dTime ; ++stCopySize ; } std::cout << "Ordered Read time is " << xw::str::itoa(dReadTime, 5, 'f') << " in " << xw::str::itoa(stCopySize) << " (Ave: " << xw::str::itoa(dReadTime/stCopySize, 10, 'f') << ")" << std::endl ; } }// End // Write in reverse order if ( bReverse ) { std::set<size_t>::reverse_iterator i = outSet.rbegin() ; dWriteTime = 0.0 ; stCopySize = 0 ; for(; i != outSet.rend(); ++i) { stPos = *i ; dTime = RealTime_Microsecs() ; fFile.seekp(stPos) ; fFile.write(pPattern, stBytes) ; dWriteTime += RealTime_Microsecs() - dTime ; ++stCopySize ; } std::cout << "Reverse ordered Write time is " << xw::str::itoa(dWriteTime, 5, 'f') << " in " << xw::str::itoa(stCopySize) << " (Ave: " << xw::str::itoa(dWriteTime/stCopySize, 10, 'f') << ")" << std::endl ; if ( !bWriteOnly ) { i = inSet.rbegin() ; dReadTime = 0.0 ; stCopySize = 0 ; for(; i != inSet.rend(); ++i) { stPos = *i ; dTime = RealTime_Microsecs() ; fFile.seekg(stPos) ; fFile.read(pReadBuf, stBytes) ; dReadTime += RealTime_Microsecs() - dTime ; ++stCopySize ; } std::cout << "Reverse ordered Read time is " << xw::str::itoa(dReadTime, 5, 'f') << " in " << xw::str::itoa(stCopySize) << " (Ave: " << xw::str::itoa(dReadTime/stCopySize, 10, 'f') << ")" << std::endl ; } }// End dTime = RealTime_Microsecs() ; fFile.close() ; std::cout << "Flush/Close Time is " << xw::str::itoa(RealTime_Microsecs()-dTime, 5, 'f') << std::endl ; std::cout << "Program Terminated" << std::endl ; } catch(...) { std::cout << "Something wrong or wrong parameters" << std::endl ; retval = -1 ; } if ( p ) delete []p ; if ( pPattern ) delete []pPattern ; if ( pReadBuf ) delete []pReadBuf ; return retval ; }

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  • CGBitmapContextCreate on the iPhone/iPad

    - by toastie
    Hello, I have a method that needs to parse through a bunch of large PNG images pixel by pixel (the PNGs are 600x600 pixels each). It seems to work great on the Simulator, but on the device (iPad), i get an EXC_BAD_ACCESS in some internal memory copying function. It seems the size is the culprit because if I try it on smaller images, everything seems to work. Here's the memory related meat of method below. + (CGRect) getAlphaBoundsForUImage: (UIImage*) image { CGImageRef imageRef = [image CGImage]; NSUInteger width = CGImageGetWidth(imageRef); NSUInteger height = CGImageGetHeight(imageRef); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); unsigned char *rawData = malloc(height * width * 4); memset(rawData,0,height * width * 4); NSUInteger bytesPerPixel = 4; NSUInteger bytesPerRow = bytesPerPixel * width; NSUInteger bitsPerComponent = 8; CGContextRef context = CGBitmapContextCreate(rawData, width, height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef); CGContextRelease(context); /* non-memory related stuff */ free(rawData); When I run this on a bunch of images, it runs 12 times and then craps out, while on the simulator it runs no problem. Do you guys have any ideas?

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  • Interpolation and Morphing of an image in labview and/or openCV

    - by Marc
    I am working on an image manipulation problem. I have an overhead projector that projects onto a screen, and I have a camera that takes pictures of that. I can establish a 1:1 correspondence between a subset of projector coordinates and a subset of camera pixels by projecting dots on the screen and finding the centers of mass of the resulting regions on the camera. I thus have a map proj_x, proj_y <-- cam_x, cam_y for scattered point pairs My original plan was to regularize this map using the Mathscript function griddata. This would work fine in MATLAB, as follows [pgridx, pgridy] = meshgrid(allprojxpts, allprojypts) fitcx = griddata (proj_x, proj_y, cam_x, pgridx, pgridy); fitcy = griddata (proj_x, proj_y, cam_y, pgridx, pgridy); and the reverse for the camera to projector mapping Unfortunately, this code causes Labview to run out of memory on the meshgrid step (the camera is 5 megapixels, which apparently is too much for labview to handle) I then started looking through openCV, and found the cvRemap function. Unfortunately, this function takes as its starting point a regularized pixel-pixel map like the one I was trying to generate above. However, it made me hope that functions for creating such a map might be available in openCV. I couldn't find it in the openCV 1.0 API (I am stuck with 1.0 for legacy reasons), but I was hoping it's there or that someone has an easy trick. So my question is one of the following 1) How can I interpolate from scattered points to a grid in openCV; (i.e., given z = f(x,y) for scattered values of x and y, how to fill an image with f(im_x, im_y) ? 2) How can I perform an image transform that maps image 1 to image 2, given that I know a scattered mapping of points in coordinate system 1 to coordinate system 2. This could be implemented either in Labview or OpenCV. Note: I am tagging this post delaunay, because that's one method of doing a scattered interpolation, but the better tag would be "scattered interpolation"

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  • Eigenvector computation using OpenCV

    - by Andriyev
    Hi I have this matrix A, representing similarities of pixel intensities of an image. For example: Consider a 10 x 10 image. Matrix A in this case would be of dimension 100 x 100, and element A(i,j) would have a value in the range 0 to 1, representing the similarity of pixel i to j in terms of intensity. I am using OpenCV for image processing and the development environment is C on Linux. Objective is to compute the Eigenvectors of matrix A and I have used the following approach: static CvMat mat, *eigenVec, *eigenVal; static double A[100][100]={}, Ain1D[10000]={}; int cnt=0; //Converting matrix A into a one dimensional array //Reason: That is how cvMat requires it for(i = 0;i < affnDim;i++){ for(j = 0;j < affnDim;j++){ Ain1D[cnt++] = A[i][j]; } } mat = cvMat(100, 100, CV_32FC1, Ain1D); cvEigenVV(&mat, eigenVec, eigenVal, 1e-300); for(i=0;i < 100;i++){ val1 = cvmGet(eigenVal,i,0); //Fetching Eigen Value for(j=0;j < 100;j++){ matX[i][j] = cvmGet(eigenVec,i,j); //Fetching each component of Eigenvector i } } Problem: After execution I get nearly all components of all the Eigenvectors to be zero. I tried different images and also tried populating A with random values between 0 and 1, but the same result. Few of the top eigenvalues returned look like the following: 9805401476911479666115491135488.000000 -9805401476911479666115491135488.000000 -89222871725331592641813413888.000000 89222862280598626902522986496.000000 5255391142666987110400.000000 I am now thinking on the lines of using cvSVD() which performs singular value decomposition of real floating-point matrix and might yield me the eigenvectors. But before that I thought of asking it here. Is there anything absurd in my current approach? Am I using the right API i.e. cvEigenVV() for the right input matrix (my matrix A is a floating point matrix)? cheers

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  • Tiff Analyzer

    - by Kevin
    I am writing a program to convert some data, mainly a bunch of Tiff images. Some of the Tiffs seems to have a minor problem with them. They show up fine in some viewers (Irfanview, client's old system) but not in others (Client's new system, Window's picture and fax viewer). I have manually looked at the binary data and all the tags seem ok. Can anyone recommend an app that can analyze it and tell me what, if anything, is wrong with it? Also, for clarity sake, I'm only converting the data about the images which is stored seperately in a database and copying the images, I'm not editting the images myself, so I'm pretty sure I'm not messing them up. UDPATE: For anyone interested, here are the tags from a good and bad file: BAD Tag Type Length Value 256 Image Width SHORT 1 1652 257 Image Length SHORT 1 704 258 Bits Per Sample SHORT 1 1 259 Compression SHORT 1 4 262 Photometric SHORT 1 0 266 Fill Order SHORT 1 1 273 Strip Offsets LONG 1 210 (d2 Hex) 274 Orientation SHORT 1 3 277 Samples Per Pixel SHORT 1 1 278 Rows Per Strip SHORT 1 450 279 Strip Byte Counts LONG 1 7264 (1c60 Hex) 282 X Resolution RATIONAL 1 <194 200 / 1 = 200.000 283 Y Resolution RATIONAL 1 <202 200 / 1 = 200.000 284 Planar Configuration SHORT 1 1 296 Resolution Unit SHORT 1 2 Good Tag Type Length Value 254 New Subfile Type LONG 1 0 (0 Hex) 256 Image Width SHORT 1 1193 257 Image Length SHORT 1 788 258 Bits Per Sample SHORT 1 1 259 Compression SHORT 1 4 262 Photometric SHORT 1 0 266 Fill Order SHORT 1 1 270 Image Description ASCII 45 256 273 Strip Offsets LONG 1 1118 (45e Hex) 274 Orientation SHORT 1 1 277 Samples Per Pixel SHORT 1 1 278 Rows Per Strip LONG 1 788 (314 Hex) 279 Strip Byte Counts LONG 1 496 (1f0 Hex) 280 Min Sample Value SHORT 1 0 281 Max Sample Value SHORT 1 1 282 X Resolution RATIONAL 1 <301 200 / 1 = 200.000 283 Y Resolution RATIONAL 1 <309 200 / 1 = 200.000 284 Planar Configuration SHORT 1 1 293 Group 4 Options LONG 1 0 (0 Hex) 296 Resolution Unit SHORT 1 2

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  • GPGPU programming with OpenGL ES 2.0

    - by Albus Dumbledore
    I am trying to do some image processing on the GPU, e.g. median, blur, brightness, etc. The general idea is to do something like this framework from GPU Gems 1. I am able to write the GLSL fragment shader for processing the pixels as I've been trying out different things in an effect designer app. I am not sure however how I should do the other part of the task. That is, I'd like to be working on the image in image coords and then outputting the result to a texture. I am aware of the gl_FragCoords variable. As far as I understand it it goes like that: I need to set up a view (an orthographic one maybe?) and a quad in such a way so that the pixel shader would be applied once to each pixel in the image and so that it would be rendering to a texture or something. But how can I achieve that considering there's depth that may make things somewhat awkward to me... I'd be very grateful if anyone could help me with this rather simple task as I am really frustrated with myself. UPDATE It seems I'll have to use an FBO, getting one like this: glBindFramebuffer(...)

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  • deleting HBITMAP causes an access violation at runtime.

    - by Oliver
    Hi, I have the following code to take a screenshot of a window, and get the colour of a specific pixel in it: void ProcessScreenshot(HWND hwnd){ HDC WinDC; HDC CopyDC; HBITMAP hBitmap; RECT rt; GetClientRect (hwnd, &rt); WinDC = GetDC (hwnd); CopyDC = CreateCompatibleDC (WinDC); //Create a bitmap compatible with the DC hBitmap = CreateCompatibleBitmap (WinDC, rt.right - rt.left, //width rt.bottom - rt.top);//height SelectObject (CopyDC, hBitmap); BitBlt (CopyDC, //destination 0,0, rt.right - rt.left, //width rt.bottom - rt.top, //height WinDC, //source 0, 0, SRCCOPY); COLORREF col = ::GetPixel(CopyDC,145,293); // Do some stuff with the pixel colour.... delete hBitmap; ReleaseDC(hwnd, WinDC); ReleaseDC(hwnd, CopyDC); } the line 'delete hBitmap;' causes a runtime error: an access violation. I guess I can't just delete it like that? Because bitmaps take up a lot of space, if I don't get rid of it I will end up with a huge memory leak. My question is: Does releasing the DC the HBITMAP is from deal with this, or does it stick around even after I have released the DC? If the later is the case, how do I correctly get rid of the HBITMAP?

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