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  • Adobe Air Mobile AS3 app: challenges and how to overcome them?

    - by Arthur Wulf White
    I made a PC flash game for LD 26 - minimalism and I am working on porting it to Android. Some questions I'd like to ask: Is it bad to heavily use vector graphics (ie. this.graphics.lineTo()) in Mobile Air? Does Stencyl completely alleviate this issue? Are there any inherit disadvantages to using Air Mobile that I'm missing? Where is the documentation for Air mobile (I googled and found no recent books or documentation pdf so far)

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  • Why when I log in my two screens shows the same image automatically?

    - by forellana
    When I log in on my computer, first my two monitors shows their own part of a larger desktop, then automatically changes to the same image on both screens, but I don't want to happen this, Is there any configuration to avoid this? About my hardware: 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 09) 00:02.1 Display controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 09)

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  • Tried every possible method but couldn't enable compiz?

    - by 9kkmin
    a newbie, installed ubuntu 10.10 about a month ago,over the month i fixed everything from dad playback,to webcam,but couldn't enable compiz anayway,my card is blacklisted, i tried the SKIP_CHECKS=yes,method and even tried ghex editing,but of no avail,now all i get when i run compiz in the terminal is "segmentation fault",the specs of my laptop is intel core i3 2330,and intel hd graphics 3000,has anyone has been able to run compiz on intel hd graphics 3000?

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  • The Ultimate Beginner?s Guide to OpenGL Drivers

    OpenGL drivers also know an Open Graphics Library; can be defined as cross-platform API that is required for writing applications to produce two dimensional and three dimensional computer graphics. T... [Author: Sunny Makkar - Computers and Internet - March 20, 2010]

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  • NVIDIA Puts Out Its OpenGL 4.0 Linux Driver

    <b>Phoronix:</b> "With NVIDIA having announced the GeForce GTX 470 and 480 graphics cards (formerly known as "Fermi") at the end of March and these graphics cards starting to appear at Internet retailers (see links below), NVIDIA has now put out its OpenGL 4.0 Linux driver."

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  • Make a lives display in HUD, Flash AS3 (not text!)

    - by user40404
    I've been searching the internet all day and I can't find the answer I'm looking for. In my HUD I want to use orange dots to represent lives. The user starts off with 5 lives and every time they die, I want a dot to be removed. Pretty straight forward. So far my idea is to make a movie clip that has the five dots in a line. There would be 5 frames on the timeline (because after the last life it goes to a game over screen right away). I would have a variable set up to store the number of lives and a function to keep track of lives. So every hit of an obstacle would result in livesCounter--;. Then I would set up something like this: switch(livesCounter){ case 5: livesDisplay.gotoAndPlay(1); break; case 4: livesDisplay.gotoAndPlay(2); break; case 3: livesDisplay.gotoAndPlay(3); break; case 2: livesDisplay.gotoAndPlay(4); break; case 1: livesDisplay.gotoAndPlay(5); break; } I feel like there has to be an easier way to do this where I could just have a movie clip of a single orange dot that I could replicate across an x value based on the number of lives. Maybe the dots would be stored in an array? When the user loses a life, a dot on the right end of the line is removed. So in the end the counter would look like this: * * * * * * * * * * * * * * * (last life lost results in the end game screen) EDIT: code based on suggestions by Zhafur and Arthur Wolf White package { import flash.display.MovieClip; import flash.events.*; import flash.ui.Multitouch; import flash.ui.MultitouchInputMode; import flash.display.Sprite; import flash.text.*; import flash.utils.getTimer; public class CollisionMouse extends MovieClip{ public var mySprite:Sprite = new Sprite(); Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT; public var replacement:newSprite = new newSprite; public var score:int = 0; public var obstScore:int = -50; public var targetScore:int = 200; public var startTime:uint = 0; public var gameTime:uint; public var pauseScreen:PauseScreen = new PauseScreen(); public var hitTarget:Boolean = false; public var hitObj:Boolean = false; public var currLevel:Number = 1; public var heroLives:int = 5; public var life:Sprite; public function CollisionMouse() { mySprite.graphics.beginFill(0xff0000); mySprite.graphics.drawRect(0,0,40,40); addChild(mySprite); mySprite.x = 200; mySprite.y = 200; pauseScreen.x = stage.width/2; pauseScreen.y = stage.height/2; life = new Sprite(); life.x = 210; stage.addEventListener(MouseEvent.MOUSE_MOVE,followMouse); /*mySprite.addEventListener(TouchEvent.TOUCH_END, onTouchEnd);*/ //checkLevel(); timeCheck(); trackLives(); } public function timeCheck(){ addEventListener(Event.ENTER_FRAME, showTime); } public function showTime(e:Event) { gameTime = getTimer()-startTime; rm1_mc.timeDisplay.text = clockTime(gameTime); rm1_mc.livesDisplay.text = String(heroLives); } public function clockTime(ms:int) { var seconds:int = Math.floor(ms/1000); var minutes:int = Math.floor(seconds/60); seconds -= minutes*60; var timeString:String = minutes+":"+String(seconds+100).substr(1,2); return timeString; } public function trackLives(){ for(var i:int=0; i<heroLives; i++){ life.graphics.lineStyle(1, 0xff9900); life.graphics.beginFill(0xff9900, 1); life.graphics.drawCircle(i*15, 45, 6); life.graphics.endFill(); addChild(life); } } function followMouse(e:MouseEvent){ mySprite.x=mouseX; mySprite.y=mouseY; trackCollisions(); } function trackCollisions(){ if(mySprite.hitTestObject(rm1_mc.obst1) || mySprite.hitTestObject(rm1_mc.obst2)){ hitObjects(); } else if(mySprite.hitTestObject(rm1_mc.target_mc)){ hitTarg(); } } function hitObjects(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeChild(mySprite); hitObj = true; checkScore(); } function hitTarg(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeEventListener(Event.ENTER_FRAME, showTime); removeChild(mySprite); hitTarget = true; currLevel++; checkScore(); } function checkScore(){ if(hitObj){ score += obstScore; heroLives--; removeChild(life); } else if(hitTarget){ score += targetScore; } rm1_mc.scoreDisplay.text = String(score); rm1_mc.livesDisplay.text = String(heroLives); trackLives(); } } }

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  • Installing NVIDIA driver causes black screen (750M)

    - by aftrumpet
    I have a dual boot set up on a Lenovo Ideapad Y500 with NVIDIA 750M and I am having problems installing the graphics cards. I have made sure to install both linux-headers-generic and linux-source, and yet have ended up with a black screen whether I install nvidia-current, nvidia-current-updates, nvidia-experimental-310, and nvidia-319. I even tried enabling proprietary drivers through settings and still ended up with a black screen on boot. Is my graphics card just not supported yet, or is there a way to fix this?

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  • Kernel Log: Linux 2.6.34 goes into testing

    <b>The H Open:</b> "Improvements include graphics drivers for recent Radeon GPUs and for the graphics cores of some Intel processors that are only expected to be released early next year. Another new addition is the LogFS SSD file system."

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  • Game Object Factory: Fixing Memory Leaks

    - by Bunkai.Satori
    Dear all, this is going to be tough: I have created a game object factory that generates objects of my wish. However, I get memory leaks which I can not fix. Memory leaks are generated by return new Object(); in the bottom part of the code sample. static BaseObject * CreateObjectFunc() { return new Object(); } How and where to delete the pointers? I wrote bool ReleaseClassType(). Despite the factory works well, ReleaseClassType() does not fix memory leaks. bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } Before taking a look at the code below, let me help you in that my CGameObjectFactory creates pointers to functions creating particular object type. The pointers are stored within vFactories vector container. I have chosen this way because I parse an object map file. I have object type IDs (integer values) which I need to translate them into real objects. Because I have over 100 different object data types, I wished to avoid continuously traversing very long Switch() statement. Therefore, to create an object, I call vFactoriesnEnumObjectTypeID via CGameObjectFactory::create() to call stored function that generates desired object. The position of the appropriate function in the vFactories is identical to the nObjectTypeID, so I can use indexing to access the function. So the question remains, how to proceed with garbage collection and avoid reported memory leaks? #ifndef GAMEOBJECTFACTORY_H_UNIPIXELS #define GAMEOBJECTFACTORY_H_UNIPIXELS //#include "MemoryManager.h" #include <vector> template <typename BaseObject> class CGameObjectFactory { public: // cleanup and release registered object data types bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } // register new object data type template <typename Object> bool RegisterClassType(unsigned int nObjectIDParam ) { if(vFactories.size() < nObjectIDParam) vFactories.resize(nObjectIDParam); vFactories[nObjectIDParam] = &CreateObjectFunc<Object>; return true; } // create new object by calling the pointer to the appropriate type function BaseObject* create(unsigned int nObjectIDParam) const { return vFactories[nObjectIDParam](); } // resize the vector array containing pointers to function calls bool resize(unsigned int nSizeParam) { vFactories.resize(nSizeParam); return true; } private: //DECLARE_HEAP; template <typename Object> static BaseObject * CreateObjectFunc() { return new Object(); } typedef BaseObject*(*factory)(); std::vector<factory> vFactories; }; //DEFINE_HEAP_T(CGameObjectFactory, "Game Object Factory"); #endif // GAMEOBJECTFACTORY_H_UNIPIXELS

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  • Issues glVertexAttribPointer last 2 parameters?

    - by NoobScratcher
    Introduction Hello I will start out by explaining my setup, showing samples as I go along explaining the situation. I'm using these tools: OpenGL 3.3 GLSL 330 C++ Problem The problem is when I render the wavefront obj 3d model it gives a very weird visual glitch the model was supposed to be a square but instead its a triangluated mess with parts of the vertexes pointing in a stretched direction in massive amounts towards the bottom left side of the frustum.... Explanation: I'm using std::vectors to store my wavefront .obj model data using sscanf to get the floating point values into the structure members x,y,z and store them into the Points structure variable p; int index = IndexAssigner(1, 1); ifstream file (list[index].c_str() ); points.push_back(Point()); Point p; int face[4]; while (!file.eof() ) { char modelbuffer[10000]; file.getline(modelbuffer, 10000); switch(modelbuffer[0]) { case 'v' : sscanf(modelbuffer, "v %f %f %f", &p.x, &p.y, &p.z); points.push_back(p); break; case 'f': sscanf(modelbuffer, "f %d %d %d %d", face, face+1, face+2, face+3 ); faces.push_back(face[0]); faces.push_back(face[1]); faces.push_back(face[2]); faces.push_back(face[3]); } //Turn on FileReader aka "RENDER CODE" FileReader = true; } then I render the Points vector using the .data() member of std::vectors to the frustum. Other declarations: int numfloats = 4; float* point=reinterpret_cast<float*>(&points[0]); int num_bytes=numfloats*sizeof(float); Vector declarations: struct Point {float x, y , z; }; std::vector<int>faces; std::vector<Point>points; Render code: glGenBuffers(1, &vertexbuffer); glGenTextures(1, &ModelTexture); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBindTexture(GL_TEXTURE_3D, ModelTexture); glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, ModelSurface->w, ModelSurface->h, 0, GL_BGR, GL_UNSIGNED_BYTE, ModelSurface->pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glBufferData(GL_ARRAY_BUFFER, sizeof(points), points.data(), GL_STATIC_DRAW); glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE,num_bytes ,points.data()); glEnableVertexAttribArray(3); //Translation Process GLfloat TranslationMatrix[] = { 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0 }; //Send Translation Matrix up to the vertex shader glUniformMatrix4fv(translation, 1, TRUE, TranslationMatrix); glDrawElements( GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data()); I tried looking at what was causing this and went through every function every parameter ,etc looked at the man pages. Then found out that it could be my glVertexAttribPointer. Here are the man pages for glVertexAttribPointer http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml The last 2 parameters is my problem How do I write those 2 last parameters do I try putting the data from Points into it?. glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE,num_bytes ,points.data()); How does it work with vectors? Is it fast?* if you can not be bothered too look at the man pages here is the scripts coming from the man pages directly. Stride Specifies the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in the array. The initial value is 0. Pointer Specifies a pointer to the first component of the first generic vertex attribute in the array. The initial value is 0. If you want my full source - http://ideone.com/fPfkg Thanks Again if you do read this.

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  • Calling Matlab's MLApp.MLAppClass.FEval from F#

    - by Matthew
    Matlab provides a COM interface that supports remote execution of arbitrary functions (and code snippets). In particular, it has an Feval method that calls a given Matlab function. The third parameter to this method, pvarArgOut, has COM type VARIANT*, and appears in the Visual Studio F# editor as an argument of type: pvarArgOut: byref<obj> The following code calls interp1, which in Matlab returns a matrix (i.e. 2D double array) result, as is normal for most Matlab functions. let matlab = new MLApp.MLAppClass() let vector_to_array2d (v : vector) = Array2D.init v.Length 1 (fun i j -> v.[i]) let interp1 (xs : vector) (ys : vector) (xi : vector) = let yi : obj = new obj() matlab.Feval("interp1", 1, ref yi, vector_to_array2d xs, vector_to_array2d ys, vector_to_array2d xi) yi :?> float[,] This code compiles fine, but when calling interp1, I get a COM exception: A first chance exception of type 'System.Reflection.TargetInvocationException' occurred in mscorlib.dll A first chance exception of type 'System.Runtime.InteropServices.COMException' occurred in mscorlib.dll An unhandled exception of type 'System.Runtime.InteropServices.COMException' occurred in mscorlib.dll Additional information: Invalid callee. (Exception from HRESULT: 0x80020010 (DISP_E_BADCALLEE)) I get the same error whether initialize yi with a new obj, a new Array2D, or null. How does F# translate VARIANT output arguments?

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  • simple Stata program

    - by Cyrus S
    I am trying to write a simple program to combine coefficient and standard error estimates from a set of regression fits. I run, say, 5 regressions, and store the coefficient(s) and standard error(s) of interest into vectors (Stata matrix objects, actually). Then, I need to do the following: Find the mean value of the coefficient estimates. Combine the standard error estimates according to the formula suggested for combining results from "multiple imputation". The formula is the square root of the formula for "T" on page 6 of the following document: http://bit.ly/b05WX3 I have written Stata code that does this once, but I want to write this as a function (or "program", in Stata speak) that takes as arguments the vector (or matrix, if possible, to combine multiple estimates at once) of regression coefficient estimates and the vector (or matrix) of corresponding standard error estimates, and then generates 1 and 2 above. Here is the code that I wrote: (breg is a 1x5 vector of the regression coefficient estimates, and sereg is a 1x5 vector of the associated standard error estimates) mat ones = (1,1,1,1,1) mat bregmean = (1/5)*(ones*breg’) scalar bregmean_s = bregmean[1,1] mat seregmean = (1/5)*(ones*sereg’) mat seregbtv = (1/4)*(breg - bregmean#ones)* (breg - bregmean#ones)’ mat varregmi = (1/5)*(sereg*sereg’) + (1+(1/5))* seregbtv scalar varregmi_s = varregmi[1,1] scalar seregmi = sqrt(varregmi_s) disp bregmean_s disp seregmi This gives the right answer for a single instance. Any pointers would be great! UPDATE: I completed the code for combining estimates in a kXm matrix of coefficients/parameters (k is the number of parameters, m the number of imputations). Code can be found here: http://bit.ly/cXJRw1 Thanks to Tristan and Gabi for the pointers.

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  • Statically Compiling QWebKit 4.6.2

    - by geeko
    I tried to compile Qt+Webkit statically with MS VS 2008 and this worked. C:\Qt\4.6.2configure -release -static -opensource -no-fast -no-exceptions -no-accessibility -no-rtti -no-stl -no-opengl -no-openvg -no-incredibuild-xge -no-style-plastique -no-style-cleanlooks -no-style-motif -no-style-cde -no-style-windowsce -no-style-windowsmobile -no-style-s60 -no-gif -no-libpng -no-libtiff -no-libjpeg -no-libmng -no-qt3support -no-mmx -no-3dnow -no-sse -no-sse2 -no-iwmmxt -no-openssl -no-dbus -platform win32-msvc2008 -arch windows -no-phonon -no-phonon-backend -no-multimedia -no-audio-backend -no-script -no-scripttools -webkit -no-declarative However, I get these errors whenever building a project that links statically to QWebKit: 1 Creating library C:\Users\Geeko\Desktop\Qt\TestQ\Release\TestQ.lib and object C:\Users\Geeko\Desktop\Qt\TestQ\Release\TestQ.exp 1QtWebKit.lib(PluginPackageWin.obj) : error LNK2019: unresolved external symbol _VerQueryValueW@16 referenced in function "class WebCore::String __cdecl WebCore::getVersionInfo(void * const,class WebCore::String const &)" (?getVersionInfo@WebCore@@YA?AVString@1@QAXABV21@@Z) 1QtWebKit.lib(PluginPackageWin.obj) : error LNK2019: unresolved external symbol _GetFileVersionInfoW@16 referenced in function "private: bool __thiscall WebCore::PluginPackage::fetchInfo(void)" (?fetchInfo@PluginPackage@WebCore@@AAE_NXZ) 1QtWebKit.lib(PluginPackageWin.obj) : error LNK2019: unresolved external symbol _GetFileVersionInfoSizeW@8 referenced in function "private: bool __thiscall WebCore::PluginPackage::fetchInfo(void)" (?fetchInfo@PluginPackage@WebCore@@AAE_NXZ) 1QtWebKit.lib(PluginDatabaseWin.obj) : error LNK2019: unresolved external symbol _imp_PathRemoveFileSpecW@4 referenced in function "class WebCore::String __cdecl WebCore::safariPluginsDirectory(void)" (?safariPluginsDirectory@WebCore@@YA?AVString@1@XZ) 1QtWebKit.lib(PluginDatabaseWin.obj) : error LNK2019: unresolved external symbol _imp_SHGetValueW@24 referenced in function "void __cdecl WebCore::addWindowsMediaPlayerPluginDirectory(class WTF::Vector &)" (?addWindowsMediaPlayerPluginDirectory@WebCore@@YAXAAV?$Vector@VString@WebCore@@$0A@@WTF@@@Z) 1QtWebKit.lib(PluginDatabaseWin.obj) : error LNK2019: unresolved external symbol _imp_PathCombineW@12 referenced in function "void __cdecl WebCore::addMacromediaPluginDirectories(class WTF::Vector &)" (?addMacromediaPluginDirectories@WebCore@@YAXAAV?$Vector@VString@WebCore@@$0A@@WTF@@@Z) 1C:\Users\Geeko\Desktop\Qt\TestQ\Release\TestQ.exe : fatal error LNK1120: 6 unresolved externals Do I need to check something in the Qt project options ? I have QtCore, QtGui, Network and WebKit checked.

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  • Parsing string, with Boost Spirit 2, to fill data in user defined struct

    - by Surya
    I'm using Boost.Spirit which was distributed with Boost-1.42.0 with VS2005. My problem is like this. I've this string which was delimted with commas. The first 3 fields of it are strings and rest are numbers. like this. String1,String2,String3,12.0,12.1,13.0,13.1,12.4 My rule is like this qi::rule<string::iterator, qi::skip_type> stringrule = *(char_ - ',') qi::rule<string::iterator, qi::skip_type> myrule= repeat(3)[*(char_ - ',') >> ','] >> (double_ % ',') ; I'm trying to store the data in a structure like this. struct MyStruct { vector<string> stringVector ; vector<double> doubleVector ; } ; MyStruct var ; I've wrapped it in BOOST_FUSION_ADAPT_STRUCTURE to use it with spirit. BOOST_FUSION_ADAPT_STRUCT (MyStruct, (vector<string>, stringVector) (vector<double>, doubleVector)) My parse function parses the line and returns true and after qi::phrase_parse (iterBegin, iterEnd, myrule, boost::spirit::ascii::space, var) ; I'm expecting var.stringVector and var.doubleVector are properly filled. but it is not the case. What is going wrong ? Thanks in advance, Surya

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  • Boost Mersenne Twister: how to seed with more than one value?

    - by Eamon Nerbonne
    I'm using the boost mt19937 implementation for a simulation. The simulation needs to be reproducible, and that means storing and potentially reusing the RNG seeds later. I'm using the windows crypto api to generate the seed values because I need an external source for the seeds and not because of any particular guarantees of randomness. The output of any simulation run will have a note including the RNG seed - so the seed needs to be reasonably short. On the other hand, as part of the analysis of the simulation, I'll be comparing several runs - but to be sure that these runs are actually different, I'll need to use different seeds - so the seed needs to be long enough to avoid accidental collisions. I've determined that 64-bits of seeding should suffice; the chance of a collision will reach 50% after about 2^32 runs - that probability is low enough that the average error caused by it is negligible to me. Using just 32-bits of seed is tricky; the chance of a collision reaches 50% already after 2^16 runs; and that's a little too likely for my tastes. Unfortunately, the boost implementation either seeds with a full state vector - which is far, far too long - or a single 32-bit unsigned long - which isn't ideal. How can I seed the generator with more than 32-bits but less than a full state vector? I tried just padding the vector or repeating the seeds to fill the state vector, but even a cursory glance at the results shows that that generates poor results.

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  • Ways std::stringstream can set fail/bad bit?

    - by Evan Teran
    A common piece of code I use for simple string splitting looks like this: inline std::vector<std::string> split(const std::string &s, char delim) { std::vector<std::string> elems; std::stringstream ss(s); std::string item; while(std::getline(ss, item, delim)) { elems.push_back(item); } return elems; } Someone mentioned that this will silently "swallow" errors occurring in std::getline. And of course I agree that's the case. But it occurred to me, what could possibly go wrong here in practice that I would need to worry about. basically it all boils down to this: inline std::vector<std::string> split(const std::string &s, char delim) { std::vector<std::string> elems; std::stringstream ss(s); std::string item; while(std::getline(ss, item, delim)) { elems.push_back(item); } if(ss.fail()) { // *** How did we get here!? *** } return elems; } A stringstream is backed by a string, so we don't have to worry about any of the issues associated with reading from a file. There is no type conversion going on here since getline simply reads until it sees a newline or EOF. So we can't get any of the errors that something like boost::lexical_cast has to worry about. I simply can't think of something besides failing to allocate enough memory that could go wrong, but that'll just throw a std::bad_alloc well before the std::getline even takes place. What am I missing?

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  • best way to pick a random subset from a collection?

    - by Tom
    I have a set of objects in a Vector from which I'd like to select a random subset (e.g. 100 items coming back; pick 5 randomly). In my first (very hasty) pass I did an extremely simple and perhaps overly clever solution: Vector itemsVector = getItems(); Collections.shuffle(itemsVector); itemsVector.setSize(5); While this has the advantage of being nice and simple, I suspect it's not going to scale very well, i.e. Collections.shuffle() must be O(n) at least. My less clever alternative is Vector itemsVector = getItems(); Random rand = new Random(System.currentTimeMillis()); // would make this static to the class List subsetList = new ArrayList(5); for (int i = 0; i < 5; i++) { // be sure to use Vector.remove() or you may get the same item twice subsetList.add(itemsVector.remove(rand.nextInt(itemsVector.size()))); } Any suggestions on better ways to draw out a random subset from a Collection?

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  • How to keep only duplicates efficiently?

    - by Marc Eaddy
    Given an STL vector, I'd like an algorithm that outputs only the duplicates in sorted order, e.g., INPUT : { 4, 4, 1, 2, 3, 2, 3 } OUTPUT: { 2, 3, 4 } The algorithm is trivial, but the goal is to make it as efficient as std::unique(). My naive implementation modifies the container in-place: My naive implementation: void keep_duplicates(vector<int>* pv) { // Sort (in-place) so we can find duplicates in linear time sort(pv->begin(), pv->end()); vector<int>::iterator it_start = pv->begin(); while (it_start != pv->end()) { size_t nKeep = 0; // Find the next different element vector<int>::iterator it_stop = it_start + 1; while (it_stop != pv->end() && *it_start == *it_stop) { nKeep = 1; // This gets set redundantly ++it_stop; } // If the element is a duplicate, keep only the first one (nKeep=1). // Otherwise, the element is not duplicated so erase it (nKeep=0). it_start = pv->erase(it_start + nKeep, it_stop); } } If you can make this more efficient, elegant, or general, please let me know. For example, a custom sorting algorithm, or copy elements in the 2nd loop to eliminate the erase() call.

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  • Declaring functors for comparison ??

    - by Mr.Gando
    Hello, I have seen other people questions but found none that applied to what I'm trying to achieve here. I'm trying to sort Entities via my EntityManager class using std::sort and a std::vector<Entity *> /*Entity.h*/ class Entity { public: float x,y; }; struct compareByX{ bool operator()(const GameEntity &a, const GameEntity &b) { return (a.x < b.x); } }; /*Class EntityManager that uses Entitiy*/ typedef std::vector<Entity *> ENTITY_VECTOR; //Entity reference vector class EntityManager: public Entity { private: ENTITY_VECTOR managedEntities; public: void sortEntitiesX(); }; void EntityManager::sortEntitiesX() { /*perform sorting of the entitiesList by their X value*/ compareByX comparer; std::sort(entityList.begin(), entityList.end(), comparer); } I'm getting a dozen of errors like : error: no match for call to '(compareByX) (GameEntity* const&, GameEntity* const&)' : note: candidates are: bool compareByX::operator()(const GameEntity&, const GameEntity&) I'm not sure but ENTITY_VECTOR is std::vector<Entity *> , and I don't know if that could be the problem when using the compareByX functor ? I'm pretty new to C++, so any kind of help is welcome.

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  • Issue with clipping rectangles and back to front rendering

    - by Milo
    Here is my problem. My rendering algorithm renders from back to front. But logically, clipping rectangles need to be applied from front to back. Hence why the following does not work: void AguiWidgetManager::recursiveRender(const AguiWidget *root) { //recursively calls itself to render widgets from back to front AguiWidget* nonConstRoot = (AguiWidget*)root; if(!nonConstRoot->isVisable()) { return; } //push the clipping rectangle if(nonConstRoot->isClippingChildren()) { graphicsContext->pushClippingRect(nonConstRoot->getClippingRectangle()); } if(nonConstRoot->isEnabled()) { nonConstRoot->paint(AguiPaintEventArgs(true,graphicsContext)); for(std::vector<AguiWidget*>::const_iterator it = root->getPrivateChildBeginIterator(); it != root->getPrivateChildEndIterator(); ++it) { recursiveRender(*it); } for(std::vector<AguiWidget*>::const_iterator it = root->getChildBeginIterator(); it != root->getChildEndIterator(); ++it) { recursiveRender(*it); } } else { nonConstRoot->paint(AguiPaintEventArgs(false,graphicsContext)); for(std::vector<AguiWidget*>::const_iterator it = root->getPrivateChildBeginIterator(); it != root->getPrivateChildEndIterator(); ++it) { recursiveRenderDisabled(*it); } for(std::vector<AguiWidget*>::const_iterator it = root->getChildBeginIterator(); it != root->getChildEndIterator(); ++it) { recursiveRenderDisabled(*it); } } //release clipping rectangle if(nonConstRoot->isClippingChildren()) { graphicsContext->popClippingRect(); } } I could ofcourse go to the top of the tree, then apply clipping rectangles inward until I get to the currently rendered widget, but that would involve lots of clipping rectangles @ 60 frames per second. I want to minimize calls to pushing and popping rectangles. What could I do, Thanks

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  • Why might stable_sort be affecting my hashtable values?

    - by zebraman
    I have defined a struct ABC to contain an int ID, string NAME, string LAST_NAME; My procedure is this: Read in a line from an input file. Parse each line into first name and last name and insert into the ABC struct. Also, the struct's ID is given by the number of the input line. Then, push_back the struct into a vector masterlist. I am also hashing these to a hashtable defined as vector< vector , using first name and last name as keywords. That is, If my data is: Garfield Cat Snoopy Dog Cat Man Then for the keyword cash hashes to a vector containing Garfield Cat and Cat Man. I insert the structs into the hashtable using push_back again. The problem is, when I call stable_sort on my masterlist, my hashtable is affected for some reason. I thought it might be happening since the songs are being ordered differently, so I tried making a copy of the masterlist and sorting it and it still affects the hashtable though the original masterlist is unaffected. Any ideas why this might be happening?

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  • Weird behaviour of C++ destructors

    - by Vilx-
    #include <iostream> #include <vector> using namespace std; int main() { vector< vector<int> > dp(50000, vector<int>(4, -1)); cout << dp.size(); } This tiny program takes a split second to execute when simply run from the command line. But when run in a debugger, it takes over 8 seconds. Pausing the debugger reveals that it is in the middle of destroying all those vectors. WTF? Note - Visual Studio 2008 SP1, Core 2 Duo 6700 CPU with 2GB of RAM. Added: To clarify, no, I'm not confusing Debug and Release builds. These results are on one and the same .exe, without even any recompiling inbetween. In fact, switching between Debug and Release builds changes nothing.

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  • Idiomatic STL: Iterating over a list and inserting elements

    - by mkilling
    I'm writing an algorithm that iterates over a list of points, calculates the distance between them and inserts additional points if the distance is too great. However I seem to be lacking the proper familiarity with STL to come up with an elegant solution. I'm hoping that I can learn something, so I'll just show you my code. You might have some hints for me. for (std::list<PathPoint>::iterator it = ++points_.begin(); it != points_.end(); it++) { Vector curPos = it->getPosition(); Vector prevPos = (--it)->getPosition(); Vector vecFromPrev = curPos - prevPos; float distance = vecFromPrev.abs(); it++; if (distance > MAX_DISTANCE_BETWEEN_POINTS) { int pointsToInsert = (int)(distance / MAX_DISTANCE_BETWEEN_POINTS); Vector curPos = prevPos; for (int i = 0; i < pointsToInsert; i++) { curPos += vecFromPrev / pointsToInsert; it = points_.insert(it, PathPoint(curPos, false)); it++; } } }

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  • Fastest way to modify a decimal-keyed table in MySQL?

    - by javanix
    I am dealing with a MySQL table here that is keyed in a somewhat unfortunate way. Instead of using an auto increment table as a key, it uses a column of decimals to preserve order (presumably so its not too difficult to insert new rows while preserving a primary key and order). Before I go through and redo this table to something more sane, I need to figure out how to rekey it without breaking everything. What I would like to do is something that takes a list of doubles (the current keys) and outputs a list of integers (which can be cast down to doubles for rekeying). For example, input {1.00, 2.00, 2.50, 2.60, 3.00} would give output {1, 2, 3, 4, 5). Since this is a database, I also need to be able to update the rows nicely: UPDATE table SET `key`='3.00' WHERE `key`='2.50'; Can anyone think of a speedy algorithm to do this? My current thought is to read all of the doubles into a vector, take the size of the vector, and output a new vector with values from 1 => doubleVector.size. This seems pretty slow, since you wouldn't want to read every value into the vector if, for instance, only the last n/100 elements needed to be modified. I think there is probably something I can do in place, since only values after the first non-integer double need to be modified, but I can't for the life of me figure anything out that would let me update in place as well. For instance, setting 2.60 to 3.00 the first time you see 2.50 in the original key list would result in an error, since the key value 3.00 is already used for the table.

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  • Using the Proxy pattern with C++ iterators

    - by Billy ONeal
    Hello everyone :) I've got a moderately complex iterator written which wraps the FindXFile apis on Win32. (See previous question) In order to avoid the overhead of constructing an object that essentially duplicates the work of the WIN32_FIND_DATAW structure, I have a proxy object which simply acts as a sort of const reference to the single WIN32_FIND_DATAW which is declared inside the noncopyable innards of the iterator. This is great because Clients do not pay for construction of irrelevant information they will probably not use (most of the time people are only interested in file names), and Clients can get at all the information provided by the FindXFile APIs if they need or want this information. This becomes an issue though because there is only ever a single copy of the object's actual data. Therefore, when the iterator is incrememnted, all of the proxies are invalidated (set to whatever the next file pointed to by the iterator is). I'm concerned if this is a major problem, because I can think of a case where the proxy object would not behave as somebody would expect: std::vector<MyIterator::value_type> files; std::copy(MyIterator("Hello"), MyIterator(), std::back_inserter(files)); because the vector contains nothing but a bunch of invalid proxies at that point. Instead, clients need to do something like: std::vector<std::wstring> filesToSearch; std::transform( DirectoryIterator<FilesOnly>(L"C:\\Windows\\*"), DirectoryIterator<FilesOnly>(), std::back_inserter(filesToSearch), std::mem_fun_ref(&DirectoryIterator<FilesOnly>::value_type::GetFullFileName) ); Seeing this, I can see why somebody might dislike what the standard library designers did with std::vector<bool>. I'm still wondering though: is this a reasonable trade off in order to achieve (1) and (2) above? If not, is there any way to still achieve (1) and (2) without the proxy?

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