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  • Understanding C# async / await (1) Compilation

    - by Dixin
    Now the async / await keywords are in C#. Just like the async and ! in F#, this new C# feature provides great convenience. There are many nice documents talking about how to use async / await in specific scenarios, like using async methods in ASP.NET 4.5 and in ASP.NET MVC 4, etc. In this article we will look at the real code working behind the syntax sugar. According to MSDN: The async modifier indicates that the method, lambda expression, or anonymous method that it modifies is asynchronous. Since lambda expression / anonymous method will be compiled to normal method, we will focus on normal async method. Preparation First of all, Some helper methods need to make up. internal class HelperMethods { internal static int Method(int arg0, int arg1) { // Do some IO. WebClient client = new WebClient(); Enumerable.Repeat("http://weblogs.asp.net/dixin", 10) .Select(client.DownloadString).ToArray(); int result = arg0 + arg1; return result; } internal static Task<int> MethodTask(int arg0, int arg1) { Task<int> task = new Task<int>(() => Method(arg0, arg1)); task.Start(); // Hot task (started task) should always be returned. return task; } internal static void Before() { } internal static void Continuation1(int arg) { } internal static void Continuation2(int arg) { } } Here Method() is a long running method doing some IO. Then MethodTask() wraps it into a Task and return that Task. Nothing special here. Await something in async method Since MethodTask() returns Task, let’s try to await it: internal class AsyncMethods { internal static async Task<int> MethodAsync(int arg0, int arg1) { int result = await HelperMethods.MethodTask(arg0, arg1); return result; } } Because we used await in the method, async must be put on the method. Now we get the first async method. According to the naming convenience, it is named MethodAsync. Of course a async method can be awaited. So we have a CallMethodAsync() to call MethodAsync(): internal class AsyncMethods { internal static async Task<int> CallMethodAsync(int arg0, int arg1) { int result = await MethodAsync(arg0, arg1); return result; } } After compilation, MethodAsync() and CallMethodAsync() becomes the same logic. This is the code of MethodAsyc(): internal class CompiledAsyncMethods { [DebuggerStepThrough] [AsyncStateMachine(typeof(MethodAsyncStateMachine))] // async internal static /*async*/ Task<int> MethodAsync(int arg0, int arg1) { MethodAsyncStateMachine methodAsyncStateMachine = new MethodAsyncStateMachine() { Arg0 = arg0, Arg1 = arg1, Builder = AsyncTaskMethodBuilder<int>.Create(), State = -1 }; methodAsyncStateMachine.Builder.Start(ref methodAsyncStateMachine); return methodAsyncStateMachine.Builder.Task; } } It just creates and starts a state machine, MethodAsyncStateMachine: [CompilerGenerated] [StructLayout(LayoutKind.Auto)] internal struct MethodAsyncStateMachine : IAsyncStateMachine { public int State; public AsyncTaskMethodBuilder<int> Builder; public int Arg0; public int Arg1; public int Result; private TaskAwaiter<int> awaitor; void IAsyncStateMachine.MoveNext() { try { if (this.State != 0) { this.awaitor = HelperMethods.MethodTask(this.Arg0, this.Arg1).GetAwaiter(); if (!this.awaitor.IsCompleted) { this.State = 0; this.Builder.AwaitUnsafeOnCompleted(ref this.awaitor, ref this); return; } } else { this.State = -1; } this.Result = this.awaitor.GetResult(); } catch (Exception exception) { this.State = -2; this.Builder.SetException(exception); return; } this.State = -2; this.Builder.SetResult(this.Result); } [DebuggerHidden] void IAsyncStateMachine.SetStateMachine(IAsyncStateMachine param0) { this.Builder.SetStateMachine(param0); } } The generated code has been refactored, so it is readable and can be compiled. Several things can be observed here: The async modifier is gone, which shows, unlike other modifiers (e.g. static), there is no such IL/CLR level “async” stuff. It becomes a AsyncStateMachineAttribute. This is similar to the compilation of extension method. The generated state machine is very similar to the state machine of C# yield syntax sugar. The local variables (arg0, arg1, result) are compiled to fields of the state machine. The real code (await HelperMethods.MethodTask(arg0, arg1)) is compiled into MoveNext(): HelperMethods.MethodTask(this.Arg0, this.Arg1).GetAwaiter(). CallMethodAsync() will create and start its own state machine CallMethodAsyncStateMachine: internal class CompiledAsyncMethods { [DebuggerStepThrough] [AsyncStateMachine(typeof(CallMethodAsyncStateMachine))] // async internal static /*async*/ Task<int> CallMethodAsync(int arg0, int arg1) { CallMethodAsyncStateMachine callMethodAsyncStateMachine = new CallMethodAsyncStateMachine() { Arg0 = arg0, Arg1 = arg1, Builder = AsyncTaskMethodBuilder<int>.Create(), State = -1 }; callMethodAsyncStateMachine.Builder.Start(ref callMethodAsyncStateMachine); return callMethodAsyncStateMachine.Builder.Task; } } CallMethodAsyncStateMachine has the same logic as MethodAsyncStateMachine above. The detail of the state machine will be discussed soon. Now it is clear that: async /await is a C# language level syntax sugar. There is no difference to await a async method or a normal method. As long as a method returns Task, it is awaitable. State machine and continuation To demonstrate more details in the state machine, a more complex method is created: internal class AsyncMethods { internal static async Task<int> MultiCallMethodAsync(int arg0, int arg1, int arg2, int arg3) { HelperMethods.Before(); int resultOfAwait1 = await MethodAsync(arg0, arg1); HelperMethods.Continuation1(resultOfAwait1); int resultOfAwait2 = await MethodAsync(arg2, arg3); HelperMethods.Continuation2(resultOfAwait2); int resultToReturn = resultOfAwait1 + resultOfAwait2; return resultToReturn; } } In this method: There are multiple awaits. There are code before the awaits, and continuation code after each await After compilation, this multi-await method becomes the same as above single-await methods: internal class CompiledAsyncMethods { [DebuggerStepThrough] [AsyncStateMachine(typeof(MultiCallMethodAsyncStateMachine))] // async internal static /*async*/ Task<int> MultiCallMethodAsync(int arg0, int arg1, int arg2, int arg3) { MultiCallMethodAsyncStateMachine multiCallMethodAsyncStateMachine = new MultiCallMethodAsyncStateMachine() { Arg0 = arg0, Arg1 = arg1, Arg2 = arg2, Arg3 = arg3, Builder = AsyncTaskMethodBuilder<int>.Create(), State = -1 }; multiCallMethodAsyncStateMachine.Builder.Start(ref multiCallMethodAsyncStateMachine); return multiCallMethodAsyncStateMachine.Builder.Task; } } It creates and starts one single state machine, MultiCallMethodAsyncStateMachine: [CompilerGenerated] [StructLayout(LayoutKind.Auto)] internal struct MultiCallMethodAsyncStateMachine : IAsyncStateMachine { public int State; public AsyncTaskMethodBuilder<int> Builder; public int Arg0; public int Arg1; public int Arg2; public int Arg3; public int ResultOfAwait1; public int ResultOfAwait2; public int ResultToReturn; private TaskAwaiter<int> awaiter; void IAsyncStateMachine.MoveNext() { try { switch (this.State) { case -1: HelperMethods.Before(); this.awaiter = AsyncMethods.MethodAsync(this.Arg0, this.Arg1).GetAwaiter(); if (!this.awaiter.IsCompleted) { this.State = 0; this.Builder.AwaitUnsafeOnCompleted(ref this.awaiter, ref this); } break; case 0: this.ResultOfAwait1 = this.awaiter.GetResult(); HelperMethods.Continuation1(this.ResultOfAwait1); this.awaiter = AsyncMethods.MethodAsync(this.Arg2, this.Arg3).GetAwaiter(); if (!this.awaiter.IsCompleted) { this.State = 1; this.Builder.AwaitUnsafeOnCompleted(ref this.awaiter, ref this); } break; case 1: this.ResultOfAwait2 = this.awaiter.GetResult(); HelperMethods.Continuation2(this.ResultOfAwait2); this.ResultToReturn = this.ResultOfAwait1 + this.ResultOfAwait2; this.State = -2; this.Builder.SetResult(this.ResultToReturn); break; } } catch (Exception exception) { this.State = -2; this.Builder.SetException(exception); } } [DebuggerHidden] void IAsyncStateMachine.SetStateMachine(IAsyncStateMachine stateMachine) { this.Builder.SetStateMachine(stateMachine); } } Once again, the above state machine code is already refactored, but it still has a lot of things. More clean up can be done if we only keep the core logic, and the state machine can become very simple: [CompilerGenerated] [StructLayout(LayoutKind.Auto)] internal struct MultiCallMethodAsyncStateMachine : IAsyncStateMachine { // State: // -1: Begin // 0: 1st await is done // 1: 2nd await is done // ... // -2: End public int State; public TaskCompletionSource<int> ResultToReturn; // int resultToReturn ... public int Arg0; // int Arg0 public int Arg1; // int arg1 public int Arg2; // int arg2 public int Arg3; // int arg3 public int ResultOfAwait1; // int resultOfAwait1 ... public int ResultOfAwait2; // int resultOfAwait2 ... private Task<int> currentTaskToAwait; /// <summary> /// Moves the state machine to its next state. /// </summary> public void MoveNext() // IAsyncStateMachine member. { try { switch (this.State) { // Original code is split by "await"s into "case"s: // case -1: // HelperMethods.Before(); // MethodAsync(Arg0, arg1); // case 0: // int resultOfAwait1 = await ... // HelperMethods.Continuation1(resultOfAwait1); // MethodAsync(arg2, arg3); // case 1: // int resultOfAwait2 = await ... // HelperMethods.Continuation2(resultOfAwait2); // int resultToReturn = resultOfAwait1 + resultOfAwait2; // return resultToReturn; case -1: // -1 is begin. HelperMethods.Before(); // Code before 1st await. this.currentTaskToAwait = AsyncMethods.MethodAsync(this.Arg0, this.Arg1); // 1st task to await // When this.currentTaskToAwait is done, run this.MoveNext() and go to case 0. this.State = 0; MultiCallMethodAsyncStateMachine that1 = this; // Cannot use "this" in lambda so create a local variable. this.currentTaskToAwait.ContinueWith(_ => that1.MoveNext()); break; case 0: // Now 1st await is done. this.ResultOfAwait1 = this.currentTaskToAwait.Result; // Get 1st await's result. HelperMethods.Continuation1(this.ResultOfAwait1); // Code after 1st await and before 2nd await. this.currentTaskToAwait = AsyncMethods.MethodAsync(this.Arg2, this.Arg3); // 2nd task to await // When this.currentTaskToAwait is done, run this.MoveNext() and go to case 1. this.State = 1; MultiCallMethodAsyncStateMachine that2 = this; this.currentTaskToAwait.ContinueWith(_ => that2.MoveNext()); break; case 1: // Now 2nd await is done. this.ResultOfAwait2 = this.currentTaskToAwait.Result; // Get 2nd await's result. HelperMethods.Continuation2(this.ResultOfAwait2); // Code after 2nd await. int resultToReturn = this.ResultOfAwait1 + this.ResultOfAwait2; // Code after 2nd await. // End with resultToReturn. this.State = -2; // -2 is end. this.ResultToReturn.SetResult(resultToReturn); break; } } catch (Exception exception) { // End with exception. this.State = -2; // -2 is end. this.ResultToReturn.SetException(exception); } } /// <summary> /// Configures the state machine with a heap-allocated replica. /// </summary> /// <param name="stateMachine">The heap-allocated replica.</param> [DebuggerHidden] public void SetStateMachine(IAsyncStateMachine stateMachine) // IAsyncStateMachine member. { // No core logic. } } Only Task and TaskCompletionSource are involved in this version. And MultiCallMethodAsync() can be simplified to: [DebuggerStepThrough] [AsyncStateMachine(typeof(MultiCallMethodAsyncStateMachine))] // async internal static /*async*/ Task<int> MultiCallMethodAsync(int arg0, int arg1, int arg2, int arg3) { MultiCallMethodAsyncStateMachine multiCallMethodAsyncStateMachine = new MultiCallMethodAsyncStateMachine() { Arg0 = arg0, Arg1 = arg1, Arg2 = arg2, Arg3 = arg3, ResultToReturn = new TaskCompletionSource<int>(), // -1: Begin // 0: 1st await is done // 1: 2nd await is done // ... // -2: End State = -1 }; multiCallMethodAsyncStateMachine.MoveNext(); // Original code are moved into this method. return multiCallMethodAsyncStateMachine.ResultToReturn.Task; } Now the whole state machine becomes very clean - it is about callback: Original code are split into pieces by “await”s, and each piece is put into each “case” in the state machine. Here the 2 awaits split the code into 3 pieces, so there are 3 “case”s. The “piece”s are chained by callback, that is done by Builder.AwaitUnsafeOnCompleted(callback), or currentTaskToAwait.ContinueWith(callback) in the simplified code. A previous “piece” will end with a Task (which is to be awaited), when the task is done, it will callback the next “piece”. The state machine’s state works with the “case”s to ensure the code “piece”s executes one after another. Callback If we focus on the point of callback, the simplification  can go even further – the entire state machine can be completely purged, and we can just keep the code inside MoveNext(). Now MultiCallMethodAsync() becomes: internal static Task<int> MultiCallMethodAsync(int arg0, int arg1, int arg2, int arg3) { TaskCompletionSource<int> taskCompletionSource = new TaskCompletionSource<int>(); try { // Oringinal code begins. HelperMethods.Before(); MethodAsync(arg0, arg1).ContinueWith(await1 => { int resultOfAwait1 = await1.Result; HelperMethods.Continuation1(resultOfAwait1); MethodAsync(arg2, arg3).ContinueWith(await2 => { int resultOfAwait2 = await2.Result; HelperMethods.Continuation2(resultOfAwait2); int resultToReturn = resultOfAwait1 + resultOfAwait2; // Oringinal code ends. taskCompletionSource.SetResult(resultToReturn); }); }); } catch (Exception exception) { taskCompletionSource.SetException(exception); } return taskCompletionSource.Task; } Please compare with the original async / await code: HelperMethods.Before(); int resultOfAwait1 = await MethodAsync(arg0, arg1); HelperMethods.Continuation1(resultOfAwait1); int resultOfAwait2 = await MethodAsync(arg2, arg3); HelperMethods.Continuation2(resultOfAwait2); int resultToReturn = resultOfAwait1 + resultOfAwait2; return resultToReturn; Yeah that is the magic of C# async / await: Await is not to wait. In a await expression, a Task object will be return immediately so that execution is not blocked. The continuation code is compiled as that Task’s callback code. When that task is done, continuation code will execute. Please notice that many details inside the state machine are omitted for simplicity, like context caring, etc. If you want to have a detailed picture, please do check out the source code of AsyncTaskMethodBuilder and TaskAwaiter.

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  • Is a cluster the most cost effective redundancy method for windows server 2003?

    - by Ryan
    We had a server with bad ram which caused a long outage while they figured it out and our client facing apps had to go down for a while. We are coming up with a solution for instant fail-over but are not sure what the most cost effective method would be. Is a windows server cluster the best method for this? Also note we are using Parallels Virtuozzo if that makes any difference here. We found Parallels has a documented method for setting this up but it said it required a Domain Controller as well as a Fiber connection to shared storage, is all that really needed? Thanks.

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  • Using PreApplicationStartMethod for ASP.NET 4.0 Application to Initialize assemblies

    - by ChrisD
    Sometimes your ASP.NET application needs to hook up some code before even the Application is started. Assemblies supports a custom attribute called PreApplicationStartMethod which can be applied to any assembly that should be loaded to your ASP.NET application, and the ASP.NET engine will call the method you specify within it before actually running any of code defined in the application. Lets discuss how to use it using Steps : 1. Add an assembly to an application and add this custom attribute to the AssemblyInfo.cs. Remember, the method you speicify for initialize should be public static void method without any argument. Lets define a method Initialize. You need to write : [assembly:PreApplicationStartMethod(typeof(MyInitializer.InitializeType), "InitializeApp")] 2. After you define this to an assembly you need to add some code inside InitializeType.InitializeApp method within the assembly. public static class InitializeType {     public static void InitializeApp()     {           // Initialize application     } } 3. You must reference this class library so that when the application starts and ASP.NET starts loading the dependent assemblies, it will call the method InitializeApp automatically. Warning Even though you can use this attribute easily, you should be aware that you can define these kind of method in all of your assemblies that you reference, but there is no guarantee in what order each of the method to be called. Hence it is recommended to define this method to be isolated and without side effect of other dependent assemblies. The method InitializeApp will be called way before the Application_start event or even before the App_code is compiled. This attribute is mainly used to write code for registering assemblies or build providers. Read Documentation I hope this post would come helpful.

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  • Is having a class have a handleAction(type) method bad practice?

    - by zhenka
    My web application became a little too complicated to do everything in a controller so I had to build large wrapper classes for ORM models. The possible actions a user can trigger are all similar and after a certain point I realized that the best way to go would be to just have constructor method receive action type as a parameter to take care of the small differences internally, as opposed to either passing many arguments or doing a lot of things in the controller. Is this a good practice? I can't really give details for privacy issues.

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  • Is there an antipattern to describe this method of coding?

    - by P.Brian.Mackey
    I have a codebase where the programmer tended to wrap things up in areas that don't make sense. For example, given an Error log we have you can log via ErrorLog.Log(ex, "friendly message"); He added various other means to accomplish the exact same task. E.G. SomeClass.Log(ex, "friendly message"); Which simply turns around and calls the first method. This adds levels of complexity with no added benefit. Is there an anti-pattern to describe this?

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  • protected abstract override Foo(); &ndash; er... what?

    - by Muljadi Budiman
    A couple of weeks back, a co-worker was pondering a situation he was facing.  He was looking at the following class hierarchy: abstract class OriginalBase { protected virtual void Test() { } } abstract class SecondaryBase : OriginalBase { } class FirstConcrete : SecondaryBase { } class SecondConcrete : SecondaryBase { } Basically, the first 2 classes are abstract classes, but the OriginalBase class has Test implemented as a virtual method.  What he needed was to force concrete class implementations to provide a proper body for the Test method, but he can’t do mark the method as abstract since it is already implemented in the OriginalBase class. One way to solve this is to hide the original implementation and then force further derived classes to properly implemented another method that will replace it.  The code will look like the following: abstract class OriginalBase { protected virtual void Test() { } } abstract class SecondaryBase : OriginalBase { protected sealed override void Test() { Test2(); } protected abstract void Test2(); } class FirstConcrete : SecondaryBase { // Have to override Test2 here } class SecondConcrete : SecondaryBase { // Have to override Test2 here } With the above code, SecondaryBase class will seal the Test method so it can no longer be overridden.  Then it also made an abstract method Test2 available, which will force the concrete classes to override and provide the proper implementation.  Calling Test will properly call the proper Test2 implementation in each respective concrete classes. I was wondering if there’s a way to tell the compiler to treat the Test method in SecondaryBase as abstract, and apparently you can, by combining the abstract and override keywords.  The code looks like the following: abstract class OriginalBase { protected virtual void Test() { } } abstract class SecondaryBase : OriginalBase { protected abstract override void Test(); } class FirstConcrete : SecondaryBase { // Have to override Test here } class SecondConcrete : SecondaryBase { // Have to override Test here } The method signature makes it look a bit funky, because most people will treat the override keyword to mean you then need to provide the implementation as well, but the effect is exactly as we desired.  The concepts are still valid: you’re overriding the Test method from its original implementation in the OriginalBase class, but you don’t want to implement it, rather you want to classes that derive from SecondaryBase to provide the proper implementation, so you also make it as an abstract method. I don’t think I’ve ever seen this before in the wild, so it was pretty neat to find that the compiler does support this case.

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  • Is there an application or method to log of data transfers?

    - by Gaurav_Java
    My friend asked me for some files that I let him take from my system. I did not see he doing that. Then I was left with a doubt: what extra files or data did he take from my system? I was thinking is here any application or method which shows what data is copied to which USB (if name available then shows name or otherwise device id) and what data is being copied to Ubuntu machine . It is some like history of USB and System data. I think this feature exists in KDE This will really useful in may ways. It provides real time and monitoring utility to monitor USB mass storage devices activities on any machine.

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  • Reliable method for google analytics tracking for print advertising campaign?

    - by chrisjlee
    A client is looking to track advertising clicks through a newspaper ad to measure success. They have rigid business requirements that it will be a unique domain... e.g. foowidgetsnews.net instead of foodwidgets.com/contact-form-page.php What is the most reliable method of building redirected url to a landing page so it will be tracked in google analytics as a direct hit from the newspaper? Finally, we would like to track the foowidgetsnews.net as the main url in google analytics because 301 redirect isn't tracked in google analytics like the way we would like it to.

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  • Is the php method md5() secure? Can it be used for passwords? [migrated]

    - by awiebe
    So executing a php script causes the form values to be sent to the server, and then they are processed. If you want to store a password in your db than you want it to be a cryptographic hash(so your client side is secure, can you generate an md5 using php securely( without submitting the user:password pair in the clear), or is there an alternative standard method of doing this, without having the unecrypted pasword leaving the clients machine? Sorry if this is a stupid question I'm kind of new at this. I think this can be done somehow using https, and on that note if a site's login page does not use https, does that mean that while the databse storage is secure, the transportation is not?

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  • asp.net C# Webcam api error

    - by Eyla
    Greeting, I'm tring to use webcam api with asp.net and C#. I included all the library and reverince I needed for that. the original code I'm use was for windows application and I'm trying to convert it to asp.net web application. I have start capturing button when I click it, it should start capturing but it gives me an error. the error at this line: hHwnd = capCreateCaptureWindowA(iDevice.ToString(), (WS_VISIBLE | WS_CHILD), 0, 0, 640, 480, picCapture.Handle.ToInt32(), 0); and the error message is: Error 1 'System.Web.UI.WebControls.Image' does not contain a definition for 'Handle' and no extension method 'Handle' accepting a first argument of type 'System.Web.UI.WebControls.Image' could be found (are you missing a using directive or an assembly reference?) C:\Users\Ali\Documents\Visual Studio 2008\Projects\Conference\Conference\Conference1.aspx.cs 63 117 Conference Please advice!! ................................................ here is the complete code ........................................... using System; using System.Collections; using System.Drawing; using System.ComponentModel; using System.Windows.Forms; using System.Configuration; using System.Data; using System.Linq; using System.Web; using System.Web.Security; using System.Web.UI; using System.Web.UI.HtmlControls; using System.Web.UI.WebControls; using System.Web.UI.WebControls.WebParts; using System.Xml.Linq; using System.Runtime.InteropServices; using System.Drawing.Imaging; using System.Net; using System.Net.Sockets; using System.Threading; using System.IO; namespace Conference { public partial class Conference1 : System.Web.UI.Page { #region WebCam API const short WM_CAP = 1024; const int WM_CAP_DRIVER_CONNECT = WM_CAP + 10; const int WM_CAP_DRIVER_DISCONNECT = WM_CAP + 11; const int WM_CAP_EDIT_COPY = WM_CAP + 30; const int WM_CAP_SET_PREVIEW = WM_CAP + 50; const int WM_CAP_SET_PREVIEWRATE = WM_CAP + 52; const int WM_CAP_SET_SCALE = WM_CAP + 53; const int WS_CHILD = 1073741824; const int WS_VISIBLE = 268435456; const short SWP_NOMOVE = 2; const short SWP_NOSIZE = 1; const short SWP_NOZORDER = 4; const short HWND_BOTTOM = 1; int iDevice = 0; int hHwnd; [System.Runtime.InteropServices.DllImport("user32", EntryPoint = "SendMessageA")] static extern int SendMessage(int hwnd, int wMsg, int wParam, [MarshalAs(UnmanagedType.AsAny)] object lParam); [System.Runtime.InteropServices.DllImport("user32", EntryPoint = "SetWindowPos")] static extern int SetWindowPos(int hwnd, int hWndInsertAfter, int x, int y, int cx, int cy, int wFlags); [System.Runtime.InteropServices.DllImport("user32")] static extern bool DestroyWindow(int hndw); [System.Runtime.InteropServices.DllImport("avicap32.dll")] static extern int capCreateCaptureWindowA(string lpszWindowName, int dwStyle, int x, int y, int nWidth, short nHeight, int hWndParent, int nID); [System.Runtime.InteropServices.DllImport("avicap32.dll")] static extern bool capGetDriverDescriptionA(short wDriver, string lpszName, int cbName, string lpszVer, int cbVer); private void OpenPreviewWindow() { int iHeight = 320; int iWidth = 200; // // Open Preview window in picturebox // hHwnd = capCreateCaptureWindowA(iDevice.ToString(), (WS_VISIBLE | WS_CHILD), 0, 0, 640, 480, picCapture.Handle.ToInt32(), 0); // // Connect to device // if (SendMessage(hHwnd, WM_CAP_DRIVER_CONNECT, iDevice, 0) == 1) { // // Set the preview scale // SendMessage(hHwnd, WM_CAP_SET_SCALE, 1, 0); // // Set the preview rate in milliseconds // SendMessage(hHwnd, WM_CAP_SET_PREVIEWRATE, 66, 0); // // Start previewing the image from the camera // SendMessage(hHwnd, WM_CAP_SET_PREVIEW, 1, 0); // // Resize window to fit in picturebox // SetWindowPos(hHwnd, HWND_BOTTOM, 0, 0, iWidth, iHeight, (SWP_NOMOVE | SWP_NOZORDER)); } else { // // Error connecting to device close window // DestroyWindow(hHwnd); } } private void ClosePreviewWindow() { // // Disconnect from device // SendMessage(hHwnd, WM_CAP_DRIVER_DISCONNECT, iDevice, 0); // // close window // DestroyWindow(hHwnd); } #endregion protected void Page_Load(object sender, EventArgs e) { } protected void btnStart_Click(object sender, EventArgs e) { int iDevice = int.Parse(device_number_textBox.Text); OpenPreviewWindow(); } } }

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  • Webcam api error when accessed from ASP.NET Server-side code

    - by Eyla
    I'm tring to use webcam api with asp.net and C#. I included all the library and references I needed for that. the original code I'm use was for windows application and I'm trying to convert it to asp.net web application. I have start capturing button when I click it, it should start capturing but it gives me an error. the error at this line: hHwnd = capCreateCaptureWindowA(iDevice.ToString(), (WS_VISIBLE | WS_CHILD), 0, 0, 640, 480, picCapture.Handle.ToInt32(), 0); and the error message is: Error 1 'System.Web.UI.WebControls.Image' does not contain a definition for 'Handle' and no extension method 'Handle' accepting a first argument of type 'System.Web.UI.WebControls.Image' could be found (are you missing a using directive or an assembly reference?) C:\Users\Ali\Documents\Visual Studio 2008\Projects\Conference\Conference\Conference1.aspx.cs 63 117 Conference Please advice!! ................................................ here is the complete code ........................................... using System; using System.Collections; using System.Drawing; using System.ComponentModel; using System.Windows.Forms; using System.Configuration; using System.Data; using System.Linq; using System.Web; using System.Web.Security; using System.Web.UI; using System.Web.UI.HtmlControls; using System.Web.UI.WebControls; using System.Web.UI.WebControls.WebParts; using System.Xml.Linq; using System.Runtime.InteropServices; using System.Drawing.Imaging; using System.Net; using System.Net.Sockets; using System.Threading; using System.IO; namespace Conference { public partial class Conference1 : System.Web.UI.Page { #region WebCam API const short WM_CAP = 1024; const int WM_CAP_DRIVER_CONNECT = WM_CAP + 10; const int WM_CAP_DRIVER_DISCONNECT = WM_CAP + 11; const int WM_CAP_EDIT_COPY = WM_CAP + 30; const int WM_CAP_SET_PREVIEW = WM_CAP + 50; const int WM_CAP_SET_PREVIEWRATE = WM_CAP + 52; const int WM_CAP_SET_SCALE = WM_CAP + 53; const int WS_CHILD = 1073741824; const int WS_VISIBLE = 268435456; const short SWP_NOMOVE = 2; const short SWP_NOSIZE = 1; const short SWP_NOZORDER = 4; const short HWND_BOTTOM = 1; int iDevice = 0; int hHwnd; [System.Runtime.InteropServices.DllImport("user32", EntryPoint = "SendMessageA")] static extern int SendMessage(int hwnd, int wMsg, int wParam, [MarshalAs(UnmanagedType.AsAny)] object lParam); [System.Runtime.InteropServices.DllImport("user32", EntryPoint = "SetWindowPos")] static extern int SetWindowPos(int hwnd, int hWndInsertAfter, int x, int y, int cx, int cy, int wFlags); [System.Runtime.InteropServices.DllImport("user32")] static extern bool DestroyWindow(int hndw); [System.Runtime.InteropServices.DllImport("avicap32.dll")] static extern int capCreateCaptureWindowA(string lpszWindowName, int dwStyle, int x, int y, int nWidth, short nHeight, int hWndParent, int nID); [System.Runtime.InteropServices.DllImport("avicap32.dll")] static extern bool capGetDriverDescriptionA(short wDriver, string lpszName, int cbName, string lpszVer, int cbVer); private void OpenPreviewWindow() { int iHeight = 320; int iWidth = 200; // // Open Preview window in picturebox // hHwnd = capCreateCaptureWindowA(iDevice.ToString(), (WS_VISIBLE | WS_CHILD), 0, 0, 640, 480, picCapture.Handle.ToInt32(), 0); // // Connect to device // if (SendMessage(hHwnd, WM_CAP_DRIVER_CONNECT, iDevice, 0) == 1) { // // Set the preview scale // SendMessage(hHwnd, WM_CAP_SET_SCALE, 1, 0); // // Set the preview rate in milliseconds // SendMessage(hHwnd, WM_CAP_SET_PREVIEWRATE, 66, 0); // // Start previewing the image from the camera // SendMessage(hHwnd, WM_CAP_SET_PREVIEW, 1, 0); // // Resize window to fit in picturebox // SetWindowPos(hHwnd, HWND_BOTTOM, 0, 0, iWidth, iHeight, (SWP_NOMOVE | SWP_NOZORDER)); } else { // // Error connecting to device close window // DestroyWindow(hHwnd); } } private void ClosePreviewWindow() { // // Disconnect from device // SendMessage(hHwnd, WM_CAP_DRIVER_DISCONNECT, iDevice, 0); // // close window // DestroyWindow(hHwnd); } #endregion protected void Page_Load(object sender, EventArgs e) { } protected void btnStart_Click(object sender, EventArgs e) { int iDevice = int.Parse(device_number_textBox.Text); OpenPreviewWindow(); } } }

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  • Undefined reference to ...

    - by Patrick LaChance
    I keep getting this error message every time I try to compile, and I cannot find out what the problem is. any help would be greatly appreciated: C:\DOCUME~1\Patrick\LOCALS~1\Temp/ccL92mj9.o:main.cpp:(.txt+0x184): undefined reference to 'List::List()' C:\DOCUME~1\Patrick\LOCALS~1\Temp/ccL92mj9.o:main.cpp:(.txt+0x184): undefined reference to 'List::add(int)' collect2: ld returned 1 exit status code: //List.h #ifndef LIST_H #define LIST_H #include <exception> //brief Definition of linked list class class List { public: /** \brief Exception for operating on empty list */ class Empty : public std::exception { public: virtual const char* what() const throw(); }; /** \brief Exception for invalid operations other than operating on an empty list */ class InvalidOperation : public std::exception { public: virtual const char* what() const throw(); }; /** \brief Node within List */ class Node { public: /** data element stored in this node */ int element; /** next node in list */ Node* next; /** previous node in list */ Node* previous; Node (int element); ~Node(); void print() const; void printDebug() const; }; List(); ~List(); void add(int element); void remove(int element); int first()const; int last()const; int removeFirst(); int removeLast(); bool isEmpty()const; int size()const; void printForward() const; void printReverse() const; void printDebug() const; /** enables extra output for debugging purposes */ static bool traceOn; private: /** head of list */ Node* head; /** tail of list */ Node* tail; /** count of number of nodes */ int count; }; #endif //List.cpp I only included the parts of List.cpp that might be the issue #include "List.h" #include <iostream> #include <iomanip> using namespace std; List::List() { //List::size = NULL; head = NULL; tail = NULL; } List::~List() { Node* current; while(head != NULL) { current = head-> next; delete current->previous; if (current->next!=NULL) { head = current; } else { delete current; } } } void List::add(int element) { Node* newNode; Node* current; newNode->element = element; if(newNode->element > head->element) { current = head->next; } else { head->previous = newNode; newNode->next = head; newNode->previous = NULL; return; } while(newNode->element > current->element) { current = current->next; } if(newNode->element <= current->element) { newNode->previous = current->previous; newNode->next = current; } } //main.cpp #include "List.h" #include <iostream> #include <string> using namespace std; //void add(int element); int main (char** argv, int argc) { List* MyList = new List(); bool quit = false; string value; int element; while(quit==false) { cin>>value; if(value == "add") { cin>>element; MyList->add(element); } if(value=="quit") { quit = true; } } return 0; } I'm doing everything I think I'm suppose to be doing. main.cpp isn't complete yet, just trying to get the add function to work first. Any help will be greatly appreciated.

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  • I'm new to C++. Please Help me with the Linked List (What functions to add)?

    - by Igal
    DEAR All; Hi, I'm just beginner to C++; Please help me to understand: What functions should be in the Linked list class ? I think there should be overloaded operators << and ; Please help me to improve the code (style, errors, etc,) Thanks for advance. Igal. Please review the small code for the integer List (enclosed MyNODE.h and ListDriver1.cpp); MyNODE.h // This is my first attempt to write linked list. Igal Spector, June 2010. #include <iostream.h> #include <assert.h> //Forward Declaration of the classes: class ListNode; class TheLinkedlist; // Definition of the node (WITH IMPLEMENTATION !!!, without test drive): class ListNode{ friend class TheLinkedlist; public: // constructor: ListNode(const int& value, ListNode *next= 0); // note: no destructor, as this handled by TheLinkedList class. // accessor: return data in the node. // int Show() const {return theData;} private: int theData; //the Data ListNode* theNext; //points to the next node in the list. }; //Implementations: //constructor: inline ListNode::ListNode(const int &value,ListNode *next) :theData(value),theNext(next){} //end of ListNode class, now for the LL class: class TheLinkedlist { public: //constructors: TheLinkedlist(); virtual ~TheLinkedlist(); // Accessors: void InsertAtFront(const &); void AppendAtBack(const &); // void InOrderInsert(const &); bool IsEmpty()const;//predicate function void Print() const; private: ListNode * Head; //pointer to first node ListNode * Tail; //pointer to last node. }; //Implementation: //Default constructor inline TheLinkedlist::TheLinkedlist():Head(0),Tail(0) {} //Destructor inline TheLinkedlist::~TheLinkedlist(){ if(!IsEmpty()){ //list is not empty cout<<"\n\tDestroying Nodes"<<endl; ListNode *currentPointer=Head, *tempPtr; while(currentPointer != 0){ //Delete remaining Nodes. tempPtr=currentPointer; cout<<"The node: "<<tempPtr->theData <<" is Destroyed."<<endl<<endl; currentPointer=currentPointer->theNext; delete tempPtr; } Head=Tail = 0; //don't forget this, as it may be checked one day. } } //Insert the Node to the beginning of the list: void TheLinkedlist::InsertAtFront(const int& value){ ListNode *newPtr = new ListNode(value,Head); assert(newPtr!=0); if(IsEmpty()) //list is empty Head = Tail = newPtr; else { //list is NOT empty newPtr->theNext = Head; Head = newPtr; } } //Insert the Node to the beginning of the list: void TheLinkedlist::AppendAtBack(const int& value){ ListNode *newPtr = new ListNode(value, NULL); assert(newPtr!=0); if(IsEmpty()) //list is empty Head = Tail = newPtr; else { //list is NOT empty Tail->theNext = newPtr; Tail = newPtr; } } //is the list empty? inline bool TheLinkedlist::IsEmpty() const { return (Head == 0); } // Display the contents of the list void TheLinkedlist::Print()const{ if ( IsEmpty() ){ cout << "\n\t The list is empty!!"<<endl; return; } ListNode *tempPTR = Head; cout<<"\n\t The List is: "; while ( tempPTR != 0 ){ cout<< tempPTR->theData <<" "; tempPTR = tempPTR->theNext; } cout<<endl<<endl; } ////////////////////////////////////// The test Driver: //Driver test for integer Linked List. #include <iostream.h> #include "MyNODE.h" // main Driver int main(){ cout<< "\n\t This is the test for integer LinkedList."<<endl; const int arraySize=11, ARRAY[arraySize]={44,77,88,99,11,2,22,204,50,58,12}; cout << "\n\tThe array is: "; //print the numbers. for (int i=0;i<arraySize; i++) cout<<ARRAY[i]<<", "; TheLinkedlist list; //declare the list for(int index=0;index<arraySize;index++) list.AppendAtBack( ARRAY[index] );//create the list cout<<endl<<endl; list.Print(); //print the list return 0; //end of the program. }

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  • CSM DX11 issues

    - by KaiserJohaan
    I got CSM to work in OpenGL, and now Im trying to do the same in directx. I'm using the same math library and all and I'm pretty much using the alghorithm straight off. I am using right-handed, column major matrices from GLM. The light is looking (-1, -1, -1). The problem I have is twofolds; For some reason, the ground floor is causing alot of (false) shadow artifacts, like the vast shadowed area you see. I confirmed this when I disabled the ground for the depth pass, but thats a hack more than anything else The shadows are inverted compared to the shadowmap. If you squint you can see the chairs shadows should be mirrored instead. This is the first cascade shadow map, in range of the alien and the chair: I can't figure out why this is. This is the depth pass: for (uint32_t cascadeIndex = 0; cascadeIndex < NUM_SHADOWMAP_CASCADES; cascadeIndex++) { mShadowmap.BindDepthView(context, cascadeIndex); CameraFrustrum cameraFrustrum = CalculateCameraFrustrum(degreesFOV, aspectRatio, nearDistArr[cascadeIndex], farDistArr[cascadeIndex], cameraViewMatrix); lightVPMatrices[cascadeIndex] = CreateDirLightVPMatrix(cameraFrustrum, lightDir); mVertexTransformPass.RenderMeshes(context, renderQueue, meshes, lightVPMatrices[cascadeIndex]); lightVPMatrices[cascadeIndex] = gBiasMatrix * lightVPMatrices[cascadeIndex]; farDistArr[cascadeIndex] = -farDistArr[cascadeIndex]; } CameraFrustrum CalculateCameraFrustrum(const float fovDegrees, const float aspectRatio, const float minDist, const float maxDist, const Mat4& cameraViewMatrix) { CameraFrustrum ret = { Vec4(1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, 1.0f, 1.0f), Vec4(1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, -1.0f, 1.0f, 1.0f), }; const Mat4 perspectiveMatrix = PerspectiveMatrixFov(fovDegrees, aspectRatio, minDist, maxDist); const Mat4 invMVP = glm::inverse(perspectiveMatrix * cameraViewMatrix); for (Vec4& corner : ret) { corner = invMVP * corner; corner /= corner.w; } return ret; } Mat4 CreateDirLightVPMatrix(const CameraFrustrum& cameraFrustrum, const Vec3& lightDir) { Mat4 lightViewMatrix = glm::lookAt(Vec3(0.0f), -glm::normalize(lightDir), Vec3(0.0f, -1.0f, 0.0f)); Vec4 transf = lightViewMatrix * cameraFrustrum[0]; float maxZ = transf.z, minZ = transf.z; float maxX = transf.x, minX = transf.x; float maxY = transf.y, minY = transf.y; for (uint32_t i = 1; i < 8; i++) { transf = lightViewMatrix * cameraFrustrum[i]; if (transf.z > maxZ) maxZ = transf.z; if (transf.z < minZ) minZ = transf.z; if (transf.x > maxX) maxX = transf.x; if (transf.x < minX) minX = transf.x; if (transf.y > maxY) maxY = transf.y; if (transf.y < minY) minY = transf.y; } Mat4 viewMatrix(lightViewMatrix); viewMatrix[3][0] = -(minX + maxX) * 0.5f; viewMatrix[3][1] = -(minY + maxY) * 0.5f; viewMatrix[3][2] = -(minZ + maxZ) * 0.5f; viewMatrix[0][3] = 0.0f; viewMatrix[1][3] = 0.0f; viewMatrix[2][3] = 0.0f; viewMatrix[3][3] = 1.0f; Vec3 halfExtents((maxX - minX) * 0.5, (maxY - minY) * 0.5, (maxZ - minZ) * 0.5); return OrthographicMatrix(-halfExtents.x, halfExtents.x, -halfExtents.y, halfExtents.y, halfExtents.z, -halfExtents.z) * viewMatrix; } And this is the pixel shader used for the lighting stage: #define DEPTH_BIAS 0.0005 #define NUM_CASCADES 4 cbuffer DirectionalLightConstants : register(CBUFFER_REGISTER_PIXEL) { float4x4 gSplitVPMatrices[NUM_CASCADES]; float4x4 gCameraViewMatrix; float4 gSplitDistances; float4 gLightColor; float4 gLightDirection; }; Texture2D gPositionTexture : register(TEXTURE_REGISTER_POSITION); Texture2D gDiffuseTexture : register(TEXTURE_REGISTER_DIFFUSE); Texture2D gNormalTexture : register(TEXTURE_REGISTER_NORMAL); Texture2DArray gShadowmap : register(TEXTURE_REGISTER_DEPTH); SamplerComparisonState gShadowmapSampler : register(SAMPLER_REGISTER_DEPTH); float4 ps_main(float4 position : SV_Position) : SV_Target0 { float4 worldPos = gPositionTexture[uint2(position.xy)]; float4 diffuse = gDiffuseTexture[uint2(position.xy)]; float4 normal = gNormalTexture[uint2(position.xy)]; float4 camPos = mul(gCameraViewMatrix, worldPos); uint index = 3; if (camPos.z > gSplitDistances.x) index = 0; else if (camPos.z > gSplitDistances.y) index = 1; else if (camPos.z > gSplitDistances.z) index = 2; float3 projCoords = (float3)mul(gSplitVPMatrices[index], worldPos); float viewDepth = projCoords.z - DEPTH_BIAS; projCoords.z = float(index); float visibilty = gShadowmap.SampleCmpLevelZero(gShadowmapSampler, projCoords, viewDepth); float angleNormal = clamp(dot(normal, gLightDirection), 0, 1); return visibilty * diffuse * angleNormal * gLightColor; } As you can see I am using depth bias and a bias matrix. Any hints on why this behaves so wierdly?

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  • Platformer Starter Kit - Collision Issues

    - by Cyral
    I'm having trouble with my game that is based off the XNA Platformer starter kit. My game uses smaller tiles (16x16) then the original (32x40) which I'm thinking may be having an effect on collision (Being it needs to be more precise). Standing on the edge of a tile and jumping causes the player to move off the the tile when he lands. And 80% of the time, when the player lands, he goes flying though SOLID tiles in a diagonal fashion. This is very annoying as it is almost impossible to test other features, when spawning and jumping will result in the player landing in another part of the level or falling off the edge completely. The code is as follows: /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity * elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) velocity.Y = 0; } /// <summary> /// Detects and resolves all collisions between the player and his neighboring /// tiles. When a collision is detected, the player is pushed away along one /// axis to prevent overlapping. There is some special logic for the Y axis to /// handle platforms which behave differently depending on direction of movement. /// </summary> private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, ItemCollision collision = Level.GetCollision(x, y); if (collision != ItemCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Level.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY < absDepthX || collision == ItemCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (previousBottom <= tileBounds.Top) isOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == ItemCollision.Impassable || IsOnGround) { // Resolve the collision along the Y axis. Position = new Vector2(Position.X, Position.Y + depth.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } else if (collision == ItemCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. Position = new Vector2(Position.X + depth.X, Position.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } } } } // Save the new bounds bottom. previousBottom = bounds.Bottom; } It also tends to jitter a little bit sometimes, I'm solved some of this with some fixes I found here on stackexchange, But Ive only seen one other case of the flying though blocks problem. This question seems to have a similar problem in the video, but mine is more crazy. Again this is a very annoying bug! Any help would be greatly appreciated! EDIT: Speed stuff // Constants for controling horizontal movement private const float MoveAcceleration = 13000.0f; private const float MaxMoveSpeed = 1750.0f; private const float GroundDragFactor = 0.48f; private const float AirDragFactor = 0.58f; // Constants for controlling vertical movement private const float MaxJumpTime = 0.35f; private const float JumpLaunchVelocity = -3500.0f; private const float GravityAcceleration = 3400.0f; private const float MaxFallSpeed = 550.0f; private const float JumpControlPower = 0.14f;

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  • How can I implement a database TableView like thing in C++?

    - by Industrial-antidepressant
    How can I implement a TableView like thing in C++? I want to emulating a tiny relation database like thing in C++. I have data tables, and I want to transform it somehow, so I need a TableView like class. I want filtering, sorting, freely add and remove items and transforming (ex. view as UPPERCASE and so on). The whole thing is inside a GUI application, so datatables and views are attached to a GUI (or HTML or something). So how can I identify an item in the view? How can I signal it when the table is changed? Is there some design pattern for this? Here is a simple table, and a simple data item: #include <string> #include <boost/multi_index_container.hpp> #include <boost/multi_index/member.hpp> #include <boost/multi_index/ordered_index.hpp> #include <boost/multi_index/random_access_index.hpp> using boost::multi_index_container; using namespace boost::multi_index; struct Data { Data() {} int id; std::string name; }; struct row{}; struct id{}; struct name{}; typedef boost::multi_index_container< Data, indexed_by< random_access<tag<row> >, ordered_unique<tag<id>, member<Data, int, &Data::id> >, ordered_unique<tag<name>, member<Data, std::string, &Data::name> > > > TDataTable; class DataTable { public: typedef Data item_type; typedef TDataTable::value_type value_type; typedef TDataTable::const_reference const_reference; typedef TDataTable::index<row>::type TRowIndex; typedef TDataTable::index<id>::type TIdIndex; typedef TDataTable::index<name>::type TNameIndex; typedef TRowIndex::iterator iterator; DataTable() : row_index(rule_table.get<row>()), id_index(rule_table.get<id>()), name_index(rule_table.get<name>()), row_index_writeable(rule_table.get<row>()) { } TDataTable::const_reference operator[](TDataTable::size_type n) const { return rule_table[n]; } std::pair<iterator,bool> push_back(const value_type& x) { return row_index_writeable.push_back(x); } iterator erase(iterator position) { return row_index_writeable.erase(position); } bool replace(iterator position,const value_type& x) { return row_index_writeable.replace(position, x); } template<typename InputIterator> void rearrange(InputIterator first) { return row_index_writeable.rearrange(first); } void print_table() const; unsigned size() const { return row_index.size(); } TDataTable rule_table; const TRowIndex& row_index; const TIdIndex& id_index; const TNameIndex& name_index; private: TRowIndex& row_index_writeable; }; class DataTableView { DataTableView(const DataTable& source_table) {} // How can I implement this? // I want filtering, sorting, signaling upper GUI layer, and sorting, and ... }; int main() { Data data1; data1.id = 1; data1.name = "name1"; Data data2; data2.id = 2; data2.name = "name2"; DataTable table; table.push_back(data1); DataTable::iterator it1 = table.row_index.iterator_to(table[0]); table.erase(it1); table.push_back(data1); Data new_data(table[0]); new_data.name = "new_name"; table.replace(table.row_index.iterator_to(table[0]), new_data); for (unsigned i = 0; i < table.size(); ++i) std::cout << table[i].name << std::endl; #if 0 // using scenarios: DataTableView table_view(table); table_view.fill_from_source(); // synchronization with source table_view.remove(data_item1); // remove item from view table_view.add(data_item2); // add item from source table table_view.filter(filterfunc); // filtering table_view.sort(sortfunc); // sorting // modifying from source_able, hot to signal the table_view? // FYI: Table view is atteched to a GUI item table.erase(data); table.replace(data); #endif return 0; }

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  • Determining the angle to fire a shot when target and shooter moves, and bullet moves with shooter velocity added in

    - by Azaral
    I saw this question: Predicting enemy position in order to have an object lead its target and followed the link in the answer to stack overflow. In the stack overflow page I used the 2nd answer, the one that is a large mathematical derivation. My situation is a little different though. My first question though is will the answer provided in the stack overflow page even work to begin with, assuming the original circumstances of moving target and stationary shooter. My situation is a little different than that situation. My target moves, the shooter moves, and the bullets from the shooter start off with the velocities in x and y added to the bullets' x and y velocities. If you are sliding to the right, the bullets will remain in front of you as you move so as long as your velocity remains constant. What I'm trying to do is to get the enemy to be able to determine where they need to shoot in order to hit the player. Unless the player and enemy is stationary, the velocity from the ship adding to the velocity of the bullets will cause a miss. I'd rather like to prevent that. I used the formula in the stack overflow answer and did what I thought were the appropriate adjustments. I've been banging at this for the last four hours and I just can't make it click. It is probably something really simple and boneheaded that I am missing (that seems to be a lot of my problems lately). Here is the solution presented from the stack overflow answer: It boils down to solving a quadratic equation of the form: a * sqr(x) + b * x + c == 0 Note that by sqr I mean square, as opposed to square root. Use the following values: a := sqr(target.velocityX) + sqr(target.velocityY) - sqr(projectile_speed) b := 2 * (target.velocityX * (target.startX - cannon.X) + target.velocityY * (target.startY - cannon.Y)) c := sqr(target.startX - cannon.X) + sqr(target.startY - cannon.Y) Now we can look at the discriminant to determine if we have a possible solution. disc := sqr(b) - 4 * a * c If the discriminant is less than 0, forget about hitting your target -- your projectile can never get there in time. Otherwise, look at two candidate solutions: t1 := (-b + sqrt(disc)) / (2 * a) t2 := (-b - sqrt(disc)) / (2 * a) Note that if disc == 0 then t1 and t2 are equal. If there are no other considerations such as intervening obstacles, simply choose the smaller positive value. (Negative t values would require firing backward in time to use!) Substitute the chosen t value back into the target's position equations to get the coordinates of the leading point you should be aiming at: aim.X := t * target.velocityX + target.startX aim.Y := t * target.velocityY + target.startY Here is my code, after being corrected by Sam Hocevar (thank you again for your help!). It still doesn't work. For some reason it never enters the section of code inside the if(disc = 0) (obviously because it is always less than zero but...). However, if I plug the numbers from my game log on the enemy and player positions and velocities it outputs a valid firing solution. I have looked at the code side by side a couple of times now and I can't find any differences. There has got to be something simple I'm missing here. If someone else could look at this code and determine what is going on here I'd appreciate it. I know it's not going through that section because if it were, shouldShoot would become true and the enemy would be blasting away at the player. This section calls the function in question, CalculateShootHeading() if(shouldMove) { UseEngines(); } x += xVelocity; y += yVelocity; CalculateShootHeading(); if(shouldShoot) { ShootWeapons(); } UpdateWeapons(); This is CalculateShootHeading(). This is inside the enemy class so x and y are the enemy's x and y and the same with velocity. One output from my game log gives Player X = 2108, Player Y = -180.956, Player X velocity = 10.9949, Player Y Velocity = -6.26017, Enemy X = 1988.31, Enemy Y = -339.051, Enemy X velocity = 1.81666, Enemy Y velocity = -9.67762, 0 enemy projectiles. The output from the console tester is Bullet position = 2210.49, -239.313 and Player Position = 2210.49, -239.313. This doesn't make any sense. The only thing that could be different is the code or the input into my function in the game and I've checked that and I don't think that it is wrong as it's updated before this and never changed. float const bulletSpeed = 30.f; float const dx = playerX - x; float const dy = playerY - y; float const vx = playerXVelocity - xVelocity; float const vy = playerYVelocity - yVelocity; float const a = vx * vx + vy * vy - bulletSpeed * bulletSpeed; float const b = 2.f * (vx * dx + vy * dy); float const c = dx * dx + dy * dy; float const disc = b * b - 4.f * a * c; shouldShoot = false; if (disc >= 0.f) { float t0 = (-b - std::sqrt(disc)) / (2.f * a); float t1 = (-b + std::sqrt(disc)) / (2.f * a); if (t0 < 0.f || (t1 < t0 && t1 >= 0.f)) { t0 = t1; } if (t0 >= 0.f) { float shootx = vx + dx / t0; float shooty = vy + dy / t0; heading = std::atan2(shooty, shootx) * RAD2DEGREE; } shouldShoot = true; }

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  • FLTK Images (Using Cmake)

    - by Cenoc
    I'm trying to load and manipulate a jpeg file using FLTK compiled using cmake... but I get the following errors: 2LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library 2fltkimages.lib(Fl_JPEG_Image.obj) : error LNK2019: unresolved external symbol _jpeg_read_scanlines referenced in function "public: __thiscall Fl_JPEG_Image::Fl_JPEG_Image(char const *)" (??0Fl_JPEG_Image@@QAE@PBD@Z) 2fltkimages.lib(Fl_JPEG_Image.obj) : error LNK2019: unresolved external symbol _jpeg_start_decompress referenced in function "public: __thiscall Fl_JPEG_Image::Fl_JPEG_Image(char const *)" (??0Fl_JPEG_Image@@QAE@PBD@Z) 2fltkimages.lib(Fl_JPEG_Image.obj) : error LNK2019: unresolved external symbol _jpeg_calc_output_dimensions referenced in function "public: __thiscall Fl_JPEG_Image::Fl_JPEG_Image(char const *)" (??0Fl_JPEG_Image@@QAE@PBD@Z) 2fltkimages.lib(Fl_JPEG_Image.obj) : error LNK2019: unresolved external symbol _jpeg_read_header referenced in function "public: __thiscall Fl_JPEG_Image::Fl_JPEG_Image(char const *)" (??0Fl_JPEG_Image@@QAE@PBD@Z) 2fltkimages.lib(Fl_JPEG_Image.obj) : error LNK2019: unresolved external symbol _jpeg_stdio_src referenced in function "public: __thiscall Fl_JPEG_Image::Fl_JPEG_Image(char const *)" (??0Fl_JPEG_Image@@QAE@PBD@Z) 2fltkimages.lib(Fl_JPEG_Image.obj) : error LNK2019: unresolved external symbol _jpeg_CreateDecompress referenced in function "public: __thiscall Fl_JPEG_Image::Fl_JPEG_Image(char const *)" (??0Fl_JPEG_Image@@QAE@PBD@Z) 2fltkimages.lib(Fl_JPEG_Image.obj) : error LNK2019: unresolved external symbol _jpeg_destroy_decompress referenced in function "public: __thiscall Fl_JPEG_Image::Fl_JPEG_Image(char const *)" (??0Fl_JPEG_Image@@QAE@PBD@Z) 2fltkimages.lib(Fl_JPEG_Image.obj) : error LNK2019: unresolved external symbol _jpeg_finish_decompress referenced in function "public: __thiscall Fl_JPEG_Image::Fl_JPEG_Image(char const *)" (??0Fl_JPEG_Image@@QAE@PBD@Z) I hate these linking errors..... can anyone help? Thank you in advance.

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  • Emulating Dynamic Dispatch in C++ based on Template Parameters

    - by Jon Purdy
    This is heavily simplified for the sake of the question. Say I have a hierarchy: struct Base { virtual int precision() const = 0; }; template<int Precision> struct Derived : public Base { typedef Traits<Precision>::Type Type; Derived(Type data) : value(data) {} virtual int precision() const { return Precision; } Type value; }; I want a function like: Base* function(const Base& a, const Base& b); Where the specific type of the result of the function is the same type as whichever of first and second has the greater Precision; something like the following pseudocode: template<class T> T* operation(const T& a, const T& b) { return new T(a.value + b.value); } Base* function(const Base& a, const Base& b) { if (a.precision() > b.precision()) return operation((A&)a, A(b.value)); else if (a.precision() < b.precision()) return operation(B(a.value), (B&)b); else return operation((A&)a, (A&)b); } Where A and B are the specific types of a and b, respectively. I want f to operate independently of how many instantiations of Derived there are. I'd like to avoid a massive table of typeid() comparisons, though RTTI is fine in answers. Any ideas?

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  • C++ function overloading and dynamic binding compile problem

    - by Olorin
    #include <iostream> using namespace std; class A { public: virtual void foo(void) const { cout << "A::foo(void)" << endl; } virtual void foo(int i) const { cout << i << endl; } virtual ~A() {} }; class B : public A { public: void foo(int i) const { this->foo(); cout << i << endl; } }; class C : public B { public: void foo(void) const { cout << "C::foo(void)" << endl; } }; int main(int argc, char ** argv) { C test; test.foo(45); return 0; } The above code does not compile with: $>g++ test.cpp -o test.exe test.cpp: In member function 'virtual void B::foo(int) const': test.cpp:17: error: no matching function for call to 'B::foo() const' test.cpp:17: note: candidates are: virtual void B::foo(int) const test.cpp: In function 'int main(int, char**)': test.cpp:31: error: no matching function for call to 'C::foo(int)' test.cpp:23: note: candidates are: virtual void C::foo() const It compiles if method "foo(void)" is changed to "goo(void)". Why is this so? Is it possible to compile the code without changing the method name of "foo(void)"? Thanks.

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  • Artifacts when trying to draw background grid without anti-aliasing in a QGraphicsScene

    - by estan
    Hi folks, I'm trying to draw a background grid in the drawBackground() function of my QGraphicsScene subclass: void Scene::drawBackground(QPainter *painter, const QRectF &rect) { const int gridSize = 50; const int realLeft = static_cast<int>(std::floor(rect.left())); const int realRight = static_cast<int>(std::ceil(rect.right())); const int realTop = static_cast<int>(std::floor(rect.top())); const int realBottom = static_cast<int>(std::ceil(rect.bottom())); // Draw grid. const int firstLeftGridLine = realLeft - (realLeft % gridSize); const int firstTopGridLine = realTop - (realTop % gridSize); QVarLengthArray<QLine, 100> lines; for (qreal x = firstLeftGridLine; x <= realRight; x += gridSize) lines.append(QLine(x, realTop, x, realBottom)); for (qreal y = firstTopGridLine; y <= realBottom; y += gridSize) lines.append(QLine(realLeft, y, realRight, y)); //painter->setRenderHint(QPainter::Antialiasing); painter->setPen(QPen(QColor(220, 220, 220), 0.0)); painter->drawLines(lines.data(), lines.size()); // Draw axes. painter->setPen(QPen(Qt::lightGray, 0.0)); painter->drawLine(0, realTop, 0, realBottom); painter->drawLine(realLeft, 0, realRight, 0); } However, unless I turn on anti-aliasing, moving items around will sometimes leave artifacts in the grid (areas where it's not drawn). It seems it mostly happens at low zoom levels, when the view is zoomed out a bit. Any ideas what I might be doing wrong here? I'd really don't want to turn anti-aliasing on since the lines are strictly horizontal and vertical, and I'd like them to be as crisp as possible. Any help is much appriciated, Regards, Elvis

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  • Is it a bug???????????????/

    - by Knowing me knowing you
    I'm using VS2010 Ultimate. Having code: //file IntSet.h #include "stdafx.h" #pragma once /*Class representing set of integers*/ template<class T> class IntSet { private: T** myData_; std::size_t mySize_; std::size_t myIndex_; public: #pragma region ctor/dtor explicit IntSet(); virtual ~IntSet(); #pragma endregion #pragma region publicInterface IntSet makeUnion(const IntSet&)const; IntSet makeIntersection(const IntSet&)const; IntSet makeSymmetricDifference(const IntSet&)const; void insert(const T&); #pragma endregion }; //file IntSet_impl.h #include "StdAfx.h" #include "IntSet.h" #pragma region ctor/dtor template<class T> IntSet<T>::IntSet():myData_(nullptr), mySize_(0), myIndex_(0) { } template<class T> IntSet<T>::~IntSet() { } #pragma endregion #pragma region publicInterface template<class T> void IntSet<T>::insert(const T& obj) {/*IF I SET A BREAKPOINT HERE AND AFTER THAT I CHANGE SOMETHING IN THE BODY I'M GETTING MSG SAYING THAT THE BREAKPOINT WILL NOT CURRENTLY BE HIT, AFTER I REBUILD THE BREAKPOINT IS VALID AGAIN*/ /*Check if we are initialized*/ if (mySize_ == 0) { mySize_ = 1; myData_ = new T*[mySize_]; } /*Check if we have place to insert obj in.*/ if (myIndex_ < mySize_) { myData_[myIndex_++] = new T(obj); return; } /*We didn't have enough place...*/ T** tmp = new T*[mySize_];//for copying old to temporary basket std::copy(&myData_[0],&myData_[mySize_],&tmp[0]); delete myData_; auto oldSize = mySize_; mySize_ *= 2; myData_ = new T*[mySize_]; std::copy(&tmp[0],&tmp[oldSize],&myData_[0]); myData_[myIndex_] = new T(obj); ++myIndex_; } #pragma endregion Thanks.

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  • C++ Virtual Methods for Class-Specific Attributes or External Structure

    - by acanaday
    I have a set of classes which are all derived from a common base class. I want to use these classes polymorphically. The interface defines a set of getter methods whose return values are constant across a given derived class, but vary from one derived class to another. e.g.: enum AVal { A_VAL_ONE, A_VAL_TWO, A_VAL_THREE }; enum BVal { B_VAL_ONE, B_VAL_TWO, B_VAL_THREE }; class Base { //... virtual AVal getAVal() const = 0; virtual BVal getBVal() const = 0; //... }; class One : public Base { //... AVal getAVal() const { return A_VAL_ONE }; BVal getBVal() const { return B_VAL_ONE }; //... }; class Two : public Base { //... AVal getAVal() const { return A_VAL_TWO }; BVal getBVal() const { return B_VAL_TWO }; //... }; etc. Is this a common way of doing things? If performance is an important consideration, would I be better off pulling the attributes out into an external structure, e.g.: struct Vals { AVal a_val; VBal b_val; }; storing a Vals* in each instance, and rewriting Base as follows? class Base { //... public: AVal getAVal() const { return _vals->a_val; }; BVal getBVal() const { return _vals->b_val; }; //... private: Vals* _vals; }; Is the extra dereference essentially the same as the vtable lookup? What is the established idiom for this type of situation? Are both of these solutions dumb? Any insights are greatly appreciated

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  • How string accepting interface should look like?

    - by ybungalobill
    Hello, This is a follow up of this question. Suppose I write a C++ interface that accepts or returns a const string. I can use a const char* zero-terminated string: void f(const char* str); // (1) The other way would be to use an std::string: void f(const string& str); // (2) It's also possible to write an overload and accept both: void f(const char* str); // (3) void f(const string& str); Or even a template in conjunction with boost string algorithms: template<class Range> void f(const Range& str); // (4) My thoughts are: (1) is not C++ish and may be less efficient when subsequent operations may need to know the string length. (2) is bad because now f("long very long C string"); invokes a construction of std::string which involves a heap allocation. If f uses that string just to pass it to some low-level interface that expects a C-string (like fopen) then it is just a waste of resources. (3) causes code duplication. Although one f can call the other depending on what is the most efficient implementation. However we can't overload based on return type, like in case of std::exception::what() that returns a const char*. (4) doesn't work with separate compilation and may cause even larger code bloat. Choosing between (1) and (2) based on what's needed by the implementation is, well, leaking an implementation detail to the interface. The question is: what is the preffered way? Is there any single guideline I can follow? What's your experience?

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  • Is there a name for a testing method where you compare a set of very different designs?

    - by DVK
    "A/B testing" is defined as "a method of marketing testing by which a baseline control sample is compared to a variety of single-variable test samples in order to improve response rates". The point here, of course, is to know which small single-variable changes are more optimal, with the goal of finding the local optimum. However, one can also envision a somewhat related but different scenario for testing the response rate of major re-designs: take a baseline control design, take one or more completely different designs, and run test samples on those redesigns to compare response rates. As a practical but contrived example, imagine testing a set of designs for the same website, one being minimalist "googly" design, one being cluttered "Amazony" design, and one being an artsy "designy" design (e.g. maximum use of design elements unlike Google but minimal simultaneously presented information, like Google but unlike Amazon) Is there an official name for such testing? It's definitely not A/B testing, since the main component of it (finding local optimum by testing single-variable small changes that can be attributed to response shift) is not present. This is more about trying to compare a set of local optimums, and compare to see which one works better as a global optimum. It's not a multivriable, A/B/N or any other such testing since you don't really have specific variables that can be attributed, just different designs.

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