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  • What could be causing windows to fail to sleep or hibernate, and revert system settings?

    - by xdumaine
    I am running Windows 8.1 on my system (Dell e6520) and the symptoms are this: My PC won't sleep or hibernate. It the screen turns off, but the fans just run and run, and after a little while, it completely shuts down, and when I start it back up, everything is closed, like it was a fresh boot/restart. I'm have a weird issue with outlook described here and the fix works fine - modifying a registry value. The weirder part is that after my computer fails to sleep or hibernate, and it starts back up, the registry value is GONE, like I never modified it, and thus the outlook error message is back. I thought maybe a graphics driver was preventing the sleep/hibernate, so I attempted to uninstall the NVIDIA graphics driver and control panel. HOWEVER, once the computer fails to sleep/hibernate, the NVIDIA graphics driver and control panel appear BACK on my system, like I didn't uninstall them. What could be happening here? I really need to be able to sleep/hibernate so I don't lose work or my work state, and these issues are really concerning. What I've tried, without success: Uninstalling graphics driver mentioned above Disabling hibernate and using sleep disabling/re-enabling hibernate Disabling startup items Sleeping as local system admin account disconnecting all USB, network, and bluetooth devices

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  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • How to implement smooth flocking

    - by Craig
    I'm working on a simple survival game, avoid the big guy and chase the the small guys to stay alive for as long as possible. I have taken the chase and evade example from MSDN create and drawn 20 mice on the screen. I want the small guys to flock when they arent evading. They are doing this, but it isnt as smooth as I would like it to be. How do i make the movement smoother? Its very jittery.# Below is what I have going at the moment, flocking code is within the IF statement, when it isnt set to evading. Any help would be greatly appreciated! :) namespace ChaseAndEvade { class MouseSprite { public enum MouseAiState { // evading the cat Evading, // the mouse can't see the "cat", and it's wandering around. Wander } // how fast can the mouse move? public float MaxMouseSpeed = 4.5f; // and how fast can it turn? public float MouseTurnSpeed = 0.20f; // MouseEvadeDistance controls the distance at which the mouse will flee from // cat. If the mouse is further than "MouseEvadeDistance" pixels away, he will // consider himself safe. public float MouseEvadeDistance = 100.0f; // this constant is similar to TankHysteresis. The value is larger than the // tank's hysteresis value because the mouse is faster than the tank: with a // higher velocity, small fluctuations are much more visible. public float MouseHysteresis = 60.0f; public Texture2D mouseTexture; public Vector2 mouseTextureCenter; public Vector2 mousePosition; public MouseAiState mouseState = MouseAiState.Wander; public float mouseOrientation; public Vector2 mouseWanderDirection; int separationImpact = 4; int cohesionImpact = 6; int alignmentImpact = 2; int sensorDistance = 50; public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; // first, calculate how far away the mouse is from the cat, and use that // information to decide how to behave. If they are too close, the mouse // will switch to "active" mode - fleeing. if they are far apart, the mouse // will switch to "idle" mode, where it roams around the screen. // we use a hysteresis constant in the decision making process, as described // in the accompanying doc file. float distanceFromCat = Vector2.Distance(mousePosition, catPosition); // the cat is a safe distance away, so the mouse should idle: if (distanceFromCat > MouseEvadeDistance + MouseHysteresis) { mouseState = MouseAiState.Wander; } // the cat is too close; the mouse should run: else if (distanceFromCat < MouseEvadeDistance - MouseHysteresis) { mouseState = MouseAiState.Evading; } // if neither of those if blocks hit, we are in the "hysteresis" range, // and the mouse will continue doing whatever it is doing now. // the mouse will move at a different speed depending on what state it // is in. when idle it won't move at full speed, but when actively evading // it will move as fast as it can. this variable is used to track which // speed the mouse should be moving. float currentMouseSpeed; // the second step of the Update is to change the mouse's orientation based // on its current state. if (mouseState == MouseAiState.Evading) { // If the mouse is "active," it is trying to evade the cat. The evasion // behavior is accomplished by using the TurnToFace function to turn // towards a point on a straight line facing away from the cat. In other // words, if the cat is point A, and the mouse is point B, the "seek // point" is C. // C // B // A Vector2 seekPosition = 2 * mousePosition - catPosition; // Use the TurnToFace function, which we introduced in the AI Series 1: // Aiming sample, to turn the mouse towards the seekPosition. Now when // the mouse moves forward, it'll be trying to move in a straight line // away from the cat. mouseOrientation = ChaseAndEvadeGame.TurnToFace(mousePosition, seekPosition, mouseOrientation, MouseTurnSpeed); // set currentMouseSpeed to MaxMouseSpeed - the mouse should run as fast // as it can. currentMouseSpeed = MaxMouseSpeed; } else { // if the mouse isn't trying to evade the cat, it should just meander // around the screen. we'll use the Wander function, which the mouse and // tank share, to accomplish this. mouseWanderDirection and // mouseOrientation are passed by ref so that the wander function can // modify them. for more information on ref parameters, see // http://msdn2.microsoft.com/en-us/library/14akc2c7(VS.80).aspx ChaseAndEvadeGame.Wander(mousePosition, ref mouseWanderDirection, ref mouseOrientation, MouseTurnSpeed); // if the mouse is wandering, it should only move at 25% of its maximum // speed. currentMouseSpeed = .25f * MaxMouseSpeed; Vector2 separate = Vector2.Zero; Vector2 moveCloser = Vector2.Zero; Vector2 moveAligned = Vector2.Zero; // What the AI does when it sees other AIs for (int j = 0; j < enemies; j++) { if (index != j) { // Calculate a vector towards another AI Vector2 separation = mice[index].mousePosition - mice[j].mousePosition; // Only react if other AI is within a certain distance if ((separation.Length() < this.sensorDistance) & (separation.Length()> 0) ) { moveAligned += mice[j].mouseWanderDirection; float distance = Math.Abs(separation.Length()); if (distance == 0) distance = 1; moveCloser += mice[j].mousePosition; separation.Normalize(); separate += separation / distance; } } } if (moveAligned.LengthSquared() != 0) { moveAligned.Normalize(); } if (moveCloser.LengthSquared() != 0) { moveCloser.Normalize(); } moveCloser /= enemies; mice[index].mousePosition += (separate * separationImpact) + (moveCloser * cohesionImpact) + (moveAligned * alignmentImpact); } // The final step is to move the mouse forward based on its current // orientation. First, we construct a "heading" vector from the orientation // angle. To do this, we'll use Cosine and Sine to tell us the x and y // components of the heading vector. See the accompanying doc for more // information. Vector2 heading = new Vector2( (float)Math.Cos(mouseOrientation), (float)Math.Sin(mouseOrientation)); // by multiplying the heading and speed, we can get a velocity vector. the // velocity vector is then added to the mouse's current position, moving him // forward. mousePosition += heading * currentMouseSpeed; } } }

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  • Need help with copy constructor for very basic implementation of singly linked lists

    - by Jesus
    Last week, we created a program that manages sets of strings, using classes and vectors. I was able to complete this 100%. This week, we have to replace the vector we used to store strings in our class with simple singly linked lists. The function basically allows users to declare sets of strings that are empty, and sets with only one element. In the main file, there is a vector whose elements are a struct that contain setName and strSet (class). HERE IS MY PROBLEM: It deals with the copy constructor of the class. When I remove/comment out the copy constructor, I can declare as many empty or single sets as I want, and output their values without a problem. But I know I will obviously need the copy constructor for when I implement the rest of the program. When I leave the copy constructor in, I can declare one set, either single or empty, and output its value. But if I declare a 2nd set, and i try to output either of the first two sets, i get a Segmentation Fault. Moreover, if i try to declare more then 2 sets, I get a Segmentation Fault. Any help would be appreciated!! Here is my code for a very basic implementation of everything: Here is the setcalc.cpp: (main file) #include <iostream> #include <cctype> #include <cstring> #include <string> #include "help.h" #include "strset2.h" using namespace std; // Declares of structure to hold all the sets defined struct setsOfStr { string nameOfSet; strSet stringSet; }; // Checks if the set name inputted is unique bool isSetNameUnique( vector<setsOfStr> strSetArr, string setName) { for(unsigned int i = 0; i < strSetArr.size(); i++) { if( strSetArr[i].nameOfSet == setName ) { return false; } } return true; } int main(int argc, char *argv[]) { char commandChoice; // Declares a vector with our declared structure as the type vector<setsOfStr> strSetVec; string setName; string singleEle; // Sets a loop that will constantly ask for a command until 'q' is typed while (1) { // declaring a set to be empty if(commandChoice == 'd') { cin >> setName; // Check that the set name inputted is unique if (isSetNameUnique(strSetVec, setName) == true) { strSet emptyStrSet; setsOfStr set1; set1.nameOfSet = setName; set1.stringSet = emptyStrSet; strSetVec.push_back(set1); } else { cerr << "ERROR: Re-declaration of set '" << setName << "'\n"; } } // declaring a set to be a singleton else if(commandChoice == 's') { cin >> setName; cin >> singleEle; // Check that the set name inputted is unique if (isSetNameUnique(strSetVec, setName) == true) { strSet singleStrSet(singleEle); setsOfStr set2; set2.nameOfSet = setName; set2.stringSet = singleStrSet; strSetVec.push_back(set2); } else { cerr << "ERROR: Re-declaration of set '" << setName << "'\n"; } } // using the output function else if(commandChoice == 'o') { cin >> setName; if(isSetNameUnique(strSetVec, setName) == false) { // loop through until the set name is matched and call output on its strSet for(unsigned int k = 0; k < strSetVec.size(); k++) { if( strSetVec[k].nameOfSet == setName ) { (strSetVec[k].stringSet).output(); } } } else { cerr << "ERROR: No such set '" << setName << "'\n"; } } // quitting else if(commandChoice == 'q') { break; } else { cerr << "ERROR: Ignoring bad command: '" << commandChoice << "'\n"; } } return 0; } Here is the strSet2.h: #ifndef _STRSET_ #define _STRSET_ #include <iostream> #include <vector> #include <string> struct node { std::string s1; node * next; }; class strSet { private: node * first; public: strSet (); // Create empty set strSet (std::string s); // Create singleton set strSet (const strSet &copy); // Copy constructor // will implement destructor later void output() const; strSet& operator = (const strSet& rtSide); // Assignment }; // End of strSet class #endif // _STRSET_ And here is the strSet2.cpp (implementation of class) #include <iostream> #include <vector> #include <string> #include "strset2.h" using namespace std; strSet::strSet() { first = NULL; } strSet::strSet(string s) { node *temp; temp = new node; temp->s1 = s; temp->next = NULL; first = temp; } strSet::strSet(const strSet& copy) { cout << "copy-cst\n"; node *n = copy.first; node *prev = NULL; while (n) { node *newNode = new node; newNode->s1 = n->s1; newNode->next = NULL; if (prev) { prev->next = newNode; } else { first = newNode; } prev = newNode; n = n->next; } } void strSet::output() const { if(first == NULL) { cout << "Empty set\n"; } else { node *temp; temp = first; while(1) { cout << temp->s1 << endl; if(temp->next == NULL) break; temp = temp->next; } } } strSet& strSet::operator = (const strSet& rtSide) { first = rtSide.first; return *this; }

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  • Simple XNA 2D demo: why is my F# version slower than C# version?

    - by Den
    When running this XNA application it should display a rotated rectangle that moves from top-left corner to bottom-right corner. It looks like my F# version is noticeably much slower. It seems that the Draw method skips a lot of frames. I am using VS 2012 RC, XNA 4.0, .NET 4.5, F# 3.0. I am trying to make it as functional as possible. What could be the reason for poor performance? C#: class Program { static void Main(string[] args) { using (var game = new FlockGame()) { game.Run(); } } } public class FlockGame : Game { private GraphicsDeviceManager graphics; private DrawingManager drawingManager; private Vector2 position = Vector2.Zero; public FlockGame() { graphics = new GraphicsDeviceManager(this); } protected override void Initialize() { drawingManager = new DrawingManager(graphics.GraphicsDevice); this.IsFixedTimeStep = false; } protected override void Update(GameTime gameTime) { position = new Vector2(position.X + 50.1f * (float)gameTime.ElapsedGameTime.TotalSeconds, position.Y + 50.1f * (float)gameTime.ElapsedGameTime.TotalSeconds); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { //this.GraphicsDevice.Clear(Color.Lavender) drawingManager.DrawRectangle(position, new Vector2(100.0f, 100.0f), 0.7845f, Color.Red); base.Draw(gameTime); } } public class DrawingManager { private GraphicsDevice GraphicsDevice; private Effect Effect; public DrawingManager(GraphicsDevice graphicsDevice) { GraphicsDevice = graphicsDevice; this.Effect = new BasicEffect(this.GraphicsDevice) { VertexColorEnabled = true, Projection = Matrix.CreateOrthographicOffCenter(0.0f, this.GraphicsDevice.Viewport.Width, this.GraphicsDevice.Viewport.Height, 0.0f, 0.0f, 1.0f) }; } private VertexPositionColor[] GetRectangleVertices (Vector2 center, Vector2 size, float radians, Color color) { var halfSize = size/2.0f; var topLeft = -halfSize; var bottomRight = halfSize; var topRight = new Vector2(bottomRight.X, topLeft.Y); var bottomLeft = new Vector2(topLeft.X, bottomRight.Y); topLeft = Vector2.Transform(topLeft, Matrix.CreateRotationZ(radians)) + center; topRight = Vector2.Transform(topRight, Matrix.CreateRotationZ(radians)) + center; bottomRight = Vector2.Transform(bottomRight, Matrix.CreateRotationZ(radians)) + center; bottomLeft = Vector2.Transform(bottomLeft, Matrix.CreateRotationZ(radians)) + center; return new VertexPositionColor[] { new VertexPositionColor(new Vector3(topLeft, 0.0f), color), new VertexPositionColor(new Vector3(topRight, 0.0f), color), new VertexPositionColor(new Vector3(topRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color), new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color), new VertexPositionColor(new Vector3(topLeft, 0.0f), color) }; } public void DrawRectangle(Vector2 center, Vector2 size, float radians, Color color) { var vertices = GetRectangleVertices(center, size, radians, color); foreach (var pass in this.Effect.CurrentTechnique.Passes) { pass.Apply(); this.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices, 0, vertices.Length/2); } } } F#: namespace Flocking module FlockingProgram = open System open Flocking [<STAThread>] [<EntryPoint>] let Main _ = use g = new FlockGame() g.Run() 0 //------------------------------------------------------------------------------ namespace Flocking open System open System.Diagnostics open Microsoft.Xna.Framework open Microsoft.Xna.Framework.Graphics open Microsoft.Xna.Framework.Input type public FlockGame() as this = inherit Game() let mutable graphics = new GraphicsDeviceManager(this) let mutable drawingManager = null let mutable position = Vector2.Zero override Game.LoadContent() = drawingManager <- new Rendering.DrawingManager(graphics.GraphicsDevice) this.IsFixedTimeStep <- false override Game.Update gameTime = position <- Vector2(position.X + 50.1f * float32 gameTime.ElapsedGameTime.TotalSeconds, position.Y + 50.1f * float32 gameTime.ElapsedGameTime.TotalSeconds) base.Update gameTime override Game.Draw gameTime = //this.GraphicsDevice.Clear(Color.Lavender) Rendering.DrawRectangle(drawingManager, position, Vector2(100.0f, 100.0f), 0.7845f, Color.Red) base.Draw gameTime //------------------------------------------------------------------------------ namespace Flocking open System open System.Collections.Generic open Microsoft.Xna.Framework open Microsoft.Xna.Framework.Graphics open Microsoft.Xna.Framework.Input module Rendering = [<AllowNullLiteral>] type DrawingManager (graphicsDevice : GraphicsDevice) = member this.GraphicsDevice = graphicsDevice member this.Effect = new BasicEffect(this.GraphicsDevice, VertexColorEnabled = true, Projection = Matrix.CreateOrthographicOffCenter(0.0f, float32 this.GraphicsDevice.Viewport.Width, float32 this.GraphicsDevice.Viewport.Height, 0.0f, 0.0f, 1.0f)) let private GetRectangleVertices (center:Vector2, size:Vector2, radians:float32, color:Color) = let halfSize = size / 2.0f let mutable topLeft = -halfSize let mutable bottomRight = halfSize let mutable topRight = new Vector2(bottomRight.X, topLeft.Y) let mutable bottomLeft = new Vector2(topLeft.X, bottomRight.Y) topLeft <- Vector2.Transform(topLeft, Matrix.CreateRotationZ(radians)) + center topRight <- Vector2.Transform(topRight, Matrix.CreateRotationZ(radians)) + center bottomRight <- Vector2.Transform(bottomRight, Matrix.CreateRotationZ(radians)) + center bottomLeft <- Vector2.Transform(bottomLeft, Matrix.CreateRotationZ(radians)) + center [| new VertexPositionColor(new Vector3(topLeft, 0.0f), color) new VertexPositionColor(new Vector3(topRight, 0.0f), color) new VertexPositionColor(new Vector3(topRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color) new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color) new VertexPositionColor(new Vector3(topLeft, 0.0f), color) |] let DrawRectangle (drawingManager:DrawingManager, center:Vector2, size:Vector2, radians:float32, color:Color) = let vertices = GetRectangleVertices(center, size, radians, color) for pass in drawingManager.Effect.CurrentTechnique.Passes do pass.Apply() drawingManager.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices, 0, vertices.Length/2)

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  • R strsplit and vectorization

    - by James
    When creating functions that use strsplit, vector inputs do not behave as desired, and sapply needs to be used. This is due to the list output that strsplit produces. Is there a way to vectorize the process - that is, the function produces the correct element in the list for each of the elements of the input? For example, to count the lengths of words in a character vector: words <- c("a","quick","brown","fox") > length(strsplit(words,"")) [1] 4 # The number of words (length of the list) > length(strsplit(words,"")[[1]]) [1] 1 # The length of the first word only > sapply(words,function (x) length(strsplit(x,"")[[1]])) a quick brown fox 1 5 5 3 # Success, but potentially very slow Ideally, something like length(strsplit(words,"")[[.]]) where . is interpreted as the being the relevant part of the input vector.

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  • Macbook Pro 2.66 GHz vs. 2.8 GHz

    - by nevan
    Is there much advantage in getting the higher end Macbook Pro compared to the mid-range one? The differences between the two are: 2.66 GHz vs. 2.8 GHz 256 MB graphics memory vs. 512 MB 3 MB L2 cache vs. 6 MB 320 GB hard drive vs. 500 GB $2000 vs. $2300 I've looked around, but I can't find any direct comparisons for the two machines. I'd be using the machine for development. I generally use a computer for 3 years. I don't really play games, but do use Photoshop regularly. I've heard that once Snow Leopard arrives, the graphics chip will be used to boost the main processor, so I was wondering if getting the one with more graphics memory would be an advantage?

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  • How to reshape matrices in Mathematica

    - by speciousfool
    When manipulating matrices it is often convenient to change their shape. For instance, to turn an N x M sized matrix into a vector of length N X M. In MATLAB a reshape function exists: RESHAPE(X,M,N) returns the M-by-N matrix whose elements are taken columnwise from X. An error results if X does not have M*N elements. In the case of converting between a matrix and vector I can use the Mathematica function Flatten which takes advantage of Mathematica's nested list representation for matrices. As a quick example, suppose I have a matrix X: With Flatten[X] I can get the vector {1,2,3,...,16}. But what would be far more useful is something akin to applying Matlab's reshape(X,2,8) which would result in the following Matrix: This would allow creation of arbitrary matrices as long as the dimensions equal N*M. As far as I can tell, there isn't anything built in which makes me wonder if someone hasn't coded up a Reshape function of their own.

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  • Performance difference between MacBook Pro (2.8 GHz) vs Air (1.7 GHz)?

    - by jonathanconway
    I'm comparing these two Apple laptops: MacBook Pro (13", 2011 model): 2.8GHz dual-core Intel Core i7 processor with 4MB shared L3 cache 4GB (two 2GB SO-DIMMs) of 1333MHz DDR3 SDRAM AMD Radeon HD 6770M graphics processor with 1GB of GDDR5 memory on 2.4GHz configuration MacBook Air (13", 2011 model): 1.7GHz dual-core Intel Core i5 with 3MB shared L3 cache 4GB of 1333MHz DDR3 onboard memory Intel HD Graphics 3000 processor with 384MB of DDR3 SDRAM shared with main memory There's definitely a gap between them in terms of CPU speed and graphics, but what practical difference would this make on a day-to-day basis? On the one hand, I love the sleek, thin appearance of the Air. On the other hand, I don't want a machine that's going to be dog-slow when doing tasks such as running Virtual Machines, dual-booting to Windows and running multiple instances of Visual Studio, and maybe some light gaming. Is there going to be a major difference that makes the MacBook Pro a more attractive purchase?

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  • Dual boot OSX and Windows 7 natively

    - by Phill
    I'm considering getting one of those new fancy Mac Book Pro's with the fancy screens, but after reading some stuff on the internets about running Windows 7 with bootcamp: https://discussions.apple.com/thread/2770866?start=0&tstart=0 It seems you can't use the integrated graphics with windows, this causes windows to chew the battery life: I am afraid it is not possible. Since Apple introduced dual graphics chip laptops, they kept the low power/embedded GPU hidden under Window and they expose only the power hungry discrete GPU. It feels that this is being done on purpose so that it appears to users that OS X offers a better experience and battery life over Windows. So running bootcamp and windows kills the battery, running in parallels means you don't get accelerated 3d support (or something along those lines), so you don't get the performance out of it. I'm wondering: Is it possible to natively dual boot Windows 7 on a MBP, and if so would/does that give windows access to the integrated graphics to be able to not rape the battery?

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  • Marshal struct to unmanaged array

    - by Pedro
    Hi guys, I have a C# struct to represent a cartesian vector, something like this: public struct Vector { private double x; private double y; private double z; //Some properties/methods } Now I have an unmanaged C dll that I need to call with P/Invoke. Some methods expect a double[3] parameter. The unmanaged C signature is something like void Cross(double a[3], double b[3], double c[3]); Is there any way to set up a P/Invoke signature so I can pass instances of my Vector struct and marshal them transparently to unmanaged double[3]? I would also need bidirectional marshaling as the unmanaged function needs to write the output to the argument array, so I guess I would need to marshal as LpArray. Any ideas? Thanks Pedro

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  • Question on multi-probe Local Sensitive Hashing

    - by Yijinsei
    Hey guys sorry to be asking this kind noob question, but because I really need some guidance on how to use Multi probe LSH pretty urgently, so I did not do much research myself. I realize there is a lib call LSHKIT available that implemented that algorithm, but I have trouble trying to figure out how to use it. Right now, I have a few thousand feature vector 296 dimension, each representing an image. The vector is used to query an user input image, to retrieve the most similar image. The method I used to derive the distance between vector is euclidean distance. I know this might be a rather noob question, but do you guys have knowledge on how should i implement multi probe LSH? I am really very grateful to any answer or response.

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  • Java Swing GUI exception - Exception in thread "AWT-EventQueue-0" java.util.NoSuchElementException:

    - by rgksugan
    I get this exception when i run my application. I dont have any idea what is going wrong here. Can someone help please. Exception in thread "AWT-EventQueue-0" java.util.NoSuchElementException: Vector Enumeration at java.util.Vector$1.nextElement(Vector.java:305) at javax.swing.plaf.basic.BasicTableHeaderUI.getPreferredSize(BasicTableHeaderUI.java:778) at javax.swing.JComponent.getPreferredSize(JComponent.java:1634) at javax.swing.ViewportLayout.preferredLayoutSize(ViewportLayout.java:78) at java.awt.Container.preferredSize(Container.java:1599) at java.awt.Container.getPreferredSize(Container.java:1584) at javax.swing.JComponent.getPreferredSize(JComponent.java:1636) at javax.swing.ScrollPaneLayout.layoutContainer(ScrollPaneLayout.java:702) at java.awt.Container.layout(Container.java:1421) at java.awt.Container.doLayout(Container.java:1410) at java.awt.Container.validateTree(Container.java:1507) at java.awt.Container.validate(Container.java:1480) at javax.swing.RepaintManager.validateInvalidComponents(RepaintManager.java:669) at javax.swing.SystemEventQueueUtilities$ComponentWorkRequest.run(SystemEventQueueUtilities.java:124) at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:209) at java.awt.EventQueue.dispatchEvent(EventQueue.java:597) at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:269) at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:184) at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:174) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:169) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:161) at java.awt.EventDispatchThread.run(EventDispatchThread.java:122)

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  • Triple ghost animated cursor

    - by R G A
    Since installing the driver for Intuos 4 Graphics tablet, animated cursors display as a triple ghost cursor. I cannot find any reference to this problem elsewhere. System specifications: new Dell XPS, Windows 7, ATI Mobility Radeon HD 4670. Graphics tablet and graphics software are virtually useless since the cursor hotspot is nearly impossible to identify. All drivers and software are current. Any thoughts? Vendors deny any knowledge or responsibility. Removing the Intuos driver does not fix this.

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  • How to handle value types when embedding IronPython in C#?

    - by kloffy
    There is a well known issue when it comes to using .NET value types in IronPython. This has recently caused me a headache when trying to use Python as an embedded scripting language in C#. The problem can be summed up as follows: Given a C# struct such as: struct Vector { public float x; public float y; } And a C# class such as: class Object { public Vector position; } The following will happen in IronPython: obj = Object() print obj.position.x # prints ‘0’ obj.position.x = 1 print obj.position.x # still prints ‘0’ As the article states, this means that value types are mostly immutable. However, this is a problem as I was planning on using a vector library that is implemented as seen above. Are there any workarounds for working with existing libraries that rely on value types? Modifying the library would be the very last resort, but I'd rather avoid that.

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  • Compile error C++: could not deduce template argument for 'T'

    - by OneShot
    I'm trying to read binary data to load structs back into memory so I can edit them and save them back to the .dat file. readVector() attempts to read the file, and return the vectors that were serialized. But i'm getting this compile error when I try and run it. What am I doing wrong with my templates? ***** EDIT ************** Code: // Project 5.cpp : main project file. #include "stdafx.h" #include <iostream> #include <fstream> #include <string> #include <vector> #include <algorithm> using namespace System; using namespace std; #pragma hdrstop int checkCommand (string line); template<typename T> void writeVector(ofstream &out, const vector<T> &vec); template<typename T> vector<T> readVector(ifstream &in); struct InventoryItem { string Item; string Description; int Quantity; int wholesaleCost; int retailCost; int dateAdded; } ; int main(void) { cout << "Welcome to the Inventory Manager extreme! [Version 1.0]" << endl; ifstream in("data.dat"); vector<InventoryItem> structList; readVector<InventoryItem>( in ); while (1) { string line = ""; cout << endl; cout << "Commands: " << endl; cout << "1: Add a new record " << endl; cout << "2: Display a record " << endl; cout << "3: Edit a current record " << endl; cout << "4: Exit the program " << endl; cout << endl; cout << "Enter a command 1-4: "; getline(cin , line); int rValue = checkCommand(line); if (rValue == 1) { cout << "You've entered a invalid command! Try Again." << endl; } else if (rValue == 2){ cout << "Error calling command!" << endl; } else if (!rValue) { break; } } system("pause"); return 0; } int checkCommand (string line) { int intReturn = atoi(line.c_str()); int status = 3; switch (intReturn) { case 1: break; case 2: break; case 3: break; case 4: status = 0; break; default: status = 1; break; } return status; } template<typename T> void writeVector(ofstream &out, const vector<T> &vec) { out << vec.size(); for(vector<T>::const_iterator i = vec.begin(); i != vec.end(); i++) { out << *i; } } ostream& operator<<(std::ostream &strm, const InventoryItem &i) { return strm << i.Item << " (" << i.Description << ")"; } template<typename T> vector<T> readVector(ifstream &in) { size_t size; in >> size; vector<T> vec; vec.reserve(size); for(int i = 0; i < size; i++) { T tmp; in >> tmp; vec.push_back(tmp); } return vec; } Compiler errors: 1>------ Build started: Project: Project 5, Configuration: Debug Win32 ------ 1>Compiling... 1>Project 5.cpp 1>.\Project 5.cpp(124) : warning C4018: '<' : signed/unsigned mismatch 1> .\Project 5.cpp(40) : see reference to function template instantiation 'std::vector<_Ty> readVector<InventoryItem>(std::ifstream &)' being compiled 1> with 1> [ 1> _Ty=InventoryItem 1> ] 1>.\Project 5.cpp(127) : error C2679: binary '>>' : no operator found which takes a right-hand operand of type 'InventoryItem' (or there is no acceptable conversion) 1> C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\istream(1144): could be 'std::basic_istream<_Elem,_Traits> &std::operator >><std::char_traits<char>>(std::basic_istream<_Elem,_Traits> &,signed char *)' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\istream(1146): or 'std::basic_istream<_Elem,_Traits> &std::operator >><std::char_traits<char>>(std::basic_istream<_Elem,_Traits> &,signed char &)' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\istream(1148): or 'std::basic_istream<_Elem,_Traits> &std::operator >><std::char_traits<char>>(std::basic_istream<_Elem,_Traits> &,unsigned char *)' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\istream(1150): or 'std::basic_istream<_Elem,_Traits> &std::operator >><std::char_traits<char>>(std::basic_istream<_Elem,_Traits> &,unsigned char &)' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\istream(155): or 'std::basic_istream<_Elem,_Traits> &std::basic_istream<_Elem,_Traits>::operator >>(std::basic_istream<_Elem,_Traits> &(__cdecl *)(std::basic_istream<_Elem,_Traits> &))' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\istream(161): or 'std::basic_istream<_Elem,_Traits> &std::basic_istream<_Elem,_Traits>::operator >>(std::basic_ios<_Elem,_Traits> &(__cdecl *)(std::basic_ios<_Elem,_Traits> &))' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\istream(168): or 'std::basic_istream<_Elem,_Traits> &std::basic_istream<_Elem,_Traits>::operator >>(std::ios_base &(__cdecl *)(std::ios_base &))' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\istream(175): or 'std::basic_istream<_Elem,_Traits> &std::basic_istream<_Elem,_Traits>::operator >>(std::_Bool &)' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\istream(194): or 'std::basic_istream<_Elem,_Traits> &std::basic_istream<_Elem,_Traits>::operator >>(short &)' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\istream(228): or 'std::basic_istream<_Elem,_Traits> &std::basic_istream<_Elem,_Traits>::operator >>(unsigned short &)' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\istream(247): or 'std::basic_istream<_Elem,_Traits> &std::basic_istream<_Elem,_Traits>::operator >>(int &)' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\istream(273): or 'std::basic_istream<_Elem,_Traits> &std::basic_istream<_Elem,_Traits>::operator >>(unsigned int &)' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\istream(291): or 'std::basic_istream<_Elem,_Traits> &std::basic_istream<_Elem,_Traits>::operator >>(long &)' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\istream(309): or 'std::basic_istream<_Elem,_Traits> &std::basic_istream<_Elem,_Traits>::operator >>(__w64 unsigned long &)' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\istream(329): or 'std::basic_istream<_Elem,_Traits> &std::basic_istream<_Elem,_Traits>::operator >>(__int64 &)' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\istream(348): or 'std::basic_istream<_Elem,_Traits> &std::basic_istream<_Elem,_Traits>::operator >>(unsigned __int64 &)' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\istream(367): or 'std::basic_istream<_Elem,_Traits> &std::basic_istream<_Elem,_Traits>::operator >>(float &)' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\istream(386): or 'std::basic_istream<_Elem,_Traits> &std::basic_istream<_Elem,_Traits>::operator >>(double &)' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\istream(404): or 'std::basic_istream<_Elem,_Traits> &std::basic_istream<_Elem,_Traits>::operator >>(long double &)' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\istream(422): or 'std::basic_istream<_Elem,_Traits> &std::basic_istream<_Elem,_Traits>::operator >>(void *&)' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\istream(441): or 'std::basic_istream<_Elem,_Traits> &std::basic_istream<_Elem,_Traits>::operator >>(std::basic_streambuf<_Elem,_Traits> *)' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> while trying to match the argument list '(std::ifstream, InventoryItem)' 1>Build log was saved at "file://c:\Users\Owner\Documents\Visual Studio 2008\Projects\Project 5\Project 5\Debug\BuildLog.htm" 1>Project 5 - 1 error(s), 1 warning(s) ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== Oh my god...I fixed that error I think and now I got another one. Will you PLEASE just help me on this one too! What the heck does this mean ??

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  • Howto project a planar polygon on a plane in 3d-space

    - by sum1stolemyname
    I want to project my Polygon along a vector to a plane in 3d Space. I would preferably use a single transformation matrix to do this, but I don't know how to build a matrix of this kind. Given the plane's parameters (ax+by+cz+d), the world coordinates of my Polygon. As stated in the the headline, all vertices of my polygon lie in another plane. the direction vector along which to project my Polygon (currently the polygon's plane's normal vector) goal -a 4x4 transformation matrix which performs the required projection, or some insight on how to construct one myself

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  • OpenLayers .containsPoint after pan

    - by Adrian
    I've seem to have hit a bug or i have overlooked something. I written some code that enumerates through all the vector features on a OpenLayers Vector layer - to check if the mouse is inside a vector feature - if so then it displays some info based on the feature. I had to write my own methods to do this because the existing OpenLayers Controls( select etc) stop after finding a feature under the mouse, and i the possibility of several features being stacked on top of one another. My problem is that the .containsPoint method seems to be using coords from before a 'pan'. After zooming in or out the geometry seems to be in the right place and .containsPoint is works correctly when I wave the mouse over the map. Do I need to do something after the map has been panned to update something( feature's geometry)

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  • Here's what I want... what do I tell my IT guy I need?

    - by Jason
    I work in the graphics department for a real estate brokerage, and we deal with a lot of photos. Agents take the photos, upload them to me, I touch up and standardize the photos, then I add them to an in-house server for future use by the graphics dept. I'd like to make the "sanitized" photo files available to the agents to use when they want, but I don't want the agents poking around the graphics department's files (things get misplaced, renamed and messed up in a hurry). What would be perfect is if we could create a read-only "mirror" (correct term?) of that server that could be accessed by the agents as needed, but which wouldn't feed back into our "sanitized" file system. What do I tell the office IT guy I need (platform-agnostically, because I don't know what he's running)? I never get to see him face-to-face, so I've got to word this as carefully and explicitly as possible. Thoughts? Thanks in advance for your feedback

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  • Binning a numeric variable in R

    - by McPeterson
    I have a vector X that contains positive numbers that I want to bin/discretize. For this vector, I want the numbers [0, 10) to show up just as they exist in the vector, but numbers [10,∞) to be 10+. I'm using: x <- c(0,1,3,4,2,4,2,5,43,432,34,2,34,2,342,3,4,2) binned.x <- as.factor(ifelse(x > 10,"10+",x)) but this feels klugey to me. Does anyone know a better solution or a different approach? mcpeterson

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  • Virtual Machine Performance - More RAM or More Processor?

    - by webworm
    When looking to improve Virtual Machine performance what would be better ... Increasing the available RAM or increasing the processor power? Here is my choice ... Core 2 Duo @ 2.4 GHz with 8 GB RAM and integrated graphics (Mac Book Pro 13") Core i7 @ 2.6 GHz with 4 GB RAM and 512 MB dedicated graphics (Mac Book Pro 15") I plan to run Windows x64 in the VM with SQL Server 2008, Visual Studio 2010, and SharePoint 2010. I am planning to run VMWare Fusion v3. I also didn't know if a dedicated graphics card makes a difference when using a Virtual Machine. Thank you.

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  • MinGW and "declaration does not declare anything"

    - by Bob Somers
    I'm working on converting a Linux project of mine to compile on Windows using MinGW. It compiles and runs just fine on Linux, but when I attempt to compile it with MinGW it bombs out with the following error message: camera.h:11: error: declaration does not declare anything camera.h:12: error: declaration does not declare anything I'm kind of baffled why this is happening, because I'm using the same version of g++ (4.4) on both Linux and Windows (via MinGW). The contents of camera.h is absurdly simple. Here's the code. It's choking on lines 11 and 12 where float near; and float far; are defined. #include "Vector.h" #ifndef _CAMERA_H_ #define _CAMERA_H_ class Camera{ public: Vector eye; Vector lookAt; float fov; float near; float far; }; #endif Thanks for your help.

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  • Nvidia Optimus shows Nvidia card is always active in Windows 8

    - by Ty Underwood
    I have loaded the new Asus Nvidia driver for my Asus Ux32VD that I have installed Windows 8 on. It has an Nvidia 620m and Intel hd 4000 integrated graphics. The problem is that the Optimus activity icon in my system tray shows that the Nvidia card is always active, though it shows that it is not doing anything. I can force the system to prefer the Intel graphics, and after rebooting, the Nvidia card will shut off, but then all the programs will be overridden and use the Intel graphics. Is anyone else having problems with Optimus in Windows 8? My battery life is really suffering because I'm always idling my Nvidia card while also presumably running the Intel card. Any suggestions would be appreciated.

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