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  • How is external memory, internal memory, and cache organized?

    - by goldenmean
    Consider a system as follows:= A hardware board having say ARM Cortex-A8 and Neon Vector coprocessor, and Embedded Linux OS running on Cortex-A8. On this environment, if there is some application - say, a video decoder is executing - then: How is it decided that which buffers would be in external memory, which ones would be allocated in internal SRAM, etc. When one says calloc/malloc on such system/code, the pointer returned is from which memory: internal or external? Can a user make buffers to be allocated to the memories of his choice (internal/external)? In ARM architectures, there is another memory called as Tightly coupled memory (TCM). What is that and how can user enable and use it? Can I declare buffers in this memory? Do I need to see the memory map (if any) of the hardware board to understand about all these different physical memories present in a typical hardware board? How much of a role does the OS play in distinguishing these different memories? Sorry for multiple questions, but i think they all are interlinked.

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  • Multi-reader IPC solution?

    - by gct
    I'm working on a framework in C++ (just for fun for now), that lets the user write plugins that use a standard API to stream data between each other. There's going to be three basic transport mechanisms for the data: files, sockets, and some kind of IPC piping system. The system is set up so that for the non-file transport, each stream can have multiple readers. IE once a server socket it setup, multiple computers can connect and stream the data. I'm a little stuck at the multi-reader IPC system though. All my plugins run in threads so they live in the same address space, so some kind of shared memory system would work fine, I was thinking I'd write my own circular buffer with a write pointer and read pointers chassing it around the buffer, but I have my doubts that I can achieve the same performance as something like linux pipes. I'm curious what people would suggest for a multi-reader solution to something like this? Is the overhead for pipes or domain sockets low enough that I could just open a connection to each reader and issue separate writes to each reader? This is intended to be significant volumes of data (tens of mega-samples/sec), so performance is a must.

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  • Static Vs Non-Static Method Performance C#

    - by dotnetguts
    Hello All, I have few global methods declared in public class in my asp.net web application. I have habbit of declaring all global methods in public class in following format public static string MethodName(parameters) { } I want to know how it would impact on performance point of view? 1) Which one is Better? Static Method or Non-Static Method? 2) Reason why it is better? Following link shows Non-Static methods are good because, static methods are using locks to be Thread-safe. The always do internally a Monitor.Enter() and Monitor.exit() to ensure Thread-safety. http://bytes.com/topic/c-sharp/answers/231701-static-vs-non-static-function-performance And Following link shows Static Methods are good static methods are normally faster to invoke on the call stack than instance methods. There are several reasons for this in the C# programming language. Instance methods actually use the 'this' instance pointer as the first parameter, so an instance method will always have that overhead. Instance methods are also implemented with the callvirt instruction in the intermediate language, which imposes a slight overhead. Please note that changing your methods to static methods is unlikely to help much on ambitious performance goals, but it can help a tiny bit and possibly lead to further reductions. http://dotnetperls.com/static-method I am little confuse which one to use? Thanks

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  • How to store an interger value of 4 bytes in a memory of chunk which is malloced as type char

    - by Adi
    Dear all, Hello Guys!! This is my first post in the forum . I am really looking forward to having good fun in this site. My question is : int mem_size = 10; char *start_ptr; if((start_ptr= malloc(mem_size*1024*1024*sizeof(char)))==NULL) {return -1;} I have allocated a chunk of memory of type char and size is say 10 MB (i.e mem_size = 10 ); Now I want to store the size information in the header of the memory chunk, To make myself more clear Lets Say : start_ptr = 0xaf868004 (This is the value I got from my execution, it changes every time) Now I want to put the size information in the start of this pointer.. i.e *start_ptr = mem_size*1024*1024; But I am not able to put this information in the start_ptr. I think the reason is because my ptr is of type char which only takes one byte but I am trying to store int which takes 4 bytes, is the problem . I am not sure how to fix this problem.. I would greatly appreciate your suggestions. Cheers!! Aditya

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  • Apples, oranges, and pointers to the most derived c++ class

    - by Matthew Lowe
    Suppose I have a bunch of fruit: class Fruit { ... }; class Apple : public Fruit { ... }; class Orange: public Fruit { ... }; And some polymorphic functions that operate on said fruit: void Eat(Fruit* f, Pesticide* p) { } void Eat(Apple* f, Pesticide* p) { ingest(f,p); } void Eat(Orange* f, Pesticide* p) { peel(f,p); ingest(f,p); } OK, wait. Stop right there. Note at this point that any sane person would make Eat() a virtual member function of the Fruit classes. But that's not an option, because I am not a sane person. Also, I don't want that Pesticide* in the header file for my fruit class. Sadly, what I want to be able to do next is exactly what member functions and dynamic binding allow: typedef list<Fruit*> Fruits; Fruits fs; ... for(Fruits::iterator i=fs.begin(), e=fs.end(); i!=e; ++i) Eat(*i); And obviously, the problem here is that the pointer we pass to Eat() will be a Fruit*, not an Apple* or an Orange*, therefore nothing will get eaten and we will all be very hungry. So what I really want to be able to do instead of this: Eat(*i); is this: Eat(MAGIC_CAST_TO_MOST_DERIVED_CLASS(*i)); But to my limited knowledge, such magic does not exist, except possibly in the form of a big nasty if-statement full of calls to dynamic_cast. So is there some run-time magic of which I am not aware? Or should I implement and maintain a big nasty if-statement full of dynamic_casts? Or should I suck it up, quit thinking about how I would implement this in Ruby, and allow a little Pesticide to make its way into my fruit header?

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  • Modelling in Agile Development

    - by bertzzie
    I'm writing a bachelor dissertation report where I'm developing a system with Agile methodology. Given that the development is an one man show, of course the "Agile" I did was not really agile at all (from my understanding at least). So I want some perspective from SO crowds, who is of course a professional, real world, developer with tons of experience. I think real world experience is better than the theory and experiments that I did. My question is: Do we model during development time when using Agile? UML? DFD? Or a Functional Specification is enough1? If modelling is not really necessary, what do we use to communicate to the user, as the user almost always won't understand UML or DFD? For my system, I use UI & UX Design with heavy prototyping, but then I don't have time to draw UML any more. Which one is better? 1 http://www.joelonsoftware.com/articles/fog0000000036.html I hope the question's not "subjective and argumentative" as I know this question exist because of my lack of understanding in the agile development. If it is, could someone just give me a pointer or reference about that? Possible duplicate: Do you use UML in Agile development practices?

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  • grailsApplication access in Grails unit Test

    - by Reza
    I am trying to write unit tests for a service which use grailsApplication.config to do some settings. It seems that in my unit tests that service instance could not access the config file (null pointer) for its setting while it could access that setting when I run "run-app". How could I configure the service to access grailsApplication service in my unit tests. class MapCloudMediaServerControllerTests { def grailsApplication @Before public void setUp(){ grailsApplication.config= ''' video{ location="C:\\tmp\\" // or shared filesystem drive for a cluster yamdi{ path="C:\\FFmpeg\\ffmpeg-20121125-git-26c531c-win64-static\\bin\\yamdi" } ffmpeg { fileExtension = "flv" // use flv or mp4 conversionArgs = "-b 600k -r 24 -ar 22050 -ab 96k" path="C:\\FFmpeg\\ffmpeg-20121125-git-26c531c-win64-static\\bin\\ffmpeg" makethumb = "-an -ss 00:00:03 -an -r 2 -vframes 1 -y -f mjpeg" } ffprobe { path="C:\\FFmpeg\\ffmpeg-20121125-git-26c531c-win64-static\\bin\\ffprobe" params="" } flowplayer { version = "3.1.2" } swfobject { version = "" qtfaststart { path= "C:\\FFmpeg\\ffmpeg-20121125-git-26c531c-win64-static\\bin\\qtfaststart" } } ''' } @Test void testMpegtoFlvConvertor() { log.info "In test Mpg to Flv Convertor function!" def controller=new MapCloudMediaServerController() assert controller!=null controller.videoService=new VideoService() assert controller.videoService!=null log.info "Is the video service null? ${controller.videoService==null}" controller.videoService.grailsApplication=grailsApplication log.info "Is grailsApplication null? ${controller.videoService.grailsApplication==null}" //Very important part for simulating the HTTP request controller.metaClass.request = new MockMultipartHttpServletRequest() controller.request.contentType="video/mpg" controller.request.content= new File("..\\MapCloudMediaServer\\web-app\\videoclips\\sample3.mpg").getBytes() controller.mpegtoFlvConvertor() byte[] videoOut=IOUtils.toByteArray(controller.response.getOutputStream()) def outputFile=new File("..\\MapCloudMediaServer\\web-app\\videoclips\\testsample3.flv") outputFile.append(videoOut) } }

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  • why BOOST_FOREACH cannot handle const boost::ptr_map?

    - by psaghelyi
    void main() { typedef boost::ptr_map<int, char> MyMap; MyMap mymap; mymap[1] = 'a'; mymap[2] = 'b'; mymap[3] = 'c'; BOOST_FOREACH(MyMap::value_type value, mymap) { std::cout << value.first << " " << value.second << std::endl; } MyMap const & const_mymap = mymap; BOOST_FOREACH(MyMap::value_type value, const_mymap) { std::cout << value.first << " " << value.second << std::endl; } } The following error message comes from GCC at the second BOOST_FOREACH error: conversion from 'boost::ptr_container_detail::ref_pair<int, const char* const>' to non-scalar type 'boost::ptr_container_detail::ref_pair<int, char* const>' requested I reckon that this is the weakness of the pointer container's ref_pair...

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  • Getting ellipses function parameters without an initial argument

    - by Tox1k
    So I've been making a custom parser for a scripting language, and I wanted to be able to pass only ellipses arguments. I don't need or want an initial variable, however Microsoft and C seem to want something else. FYI, see bottom for info. I've looked at the va_* definitions #define _crt_va_start(ap,v) ( ap = (va_list)_ADDRESSOF(v) + _INTSIZEOF(v) ) #define _crt_va_arg(ap,t) ( *(t *)((ap += _INTSIZEOF(t)) - _INTSIZEOF(t)) ) #define _crt_va_end(ap) ( ap = (va_list)0 ) and the part I don't want is the v in va_start. As a little background I'm competent in goasm and I know how the stack works so I know what's happening here. I was wondering if there is a way to get the function stack base without having to use inline assembly. Ideas I've had: #define im_va_start(ap) (__asm { mov [ap], ebp }) and etc... but really I feel like that's messy and I'm doing it wrong. struct function_table { const char* fname; (void)(*fptr)(...); unsigned char maxArgs; }; function_table mytable[] = { { "MessageBox", &tMessageBoxA, 4 } }; ... some function that sorts through a const char* passed to it to find the matching function in mytable and calls tMessageBoxA with the params. Also, the maxArgs argument is just so I can check that a valid number of parameters is being sent. I have personal reasons for not wanting to send it in the function, but in the meantime we can just say it's because I'm curious. This is just an example; custom libraries are what I would be implementing so it wouldn't just be calling WinAPI stuff. void tMessageBoxA(...) { // stuff to load args passed MessageBoxA(arg1, arg2, arg3, arg4); } I'm using the __cdecl calling convention and I've looked up ways to reliably get a pointer to the base of the stack (not the top) but I can't seem to find any. Also, I'm not worried about function security or typechecking.

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  • Behavior difference between UIView.subviews and [NSView subviews]

    - by zpasternack
    I have a piece of code in an iPhone app, which removes all subviews from a UIView subclass. It looks like this: NSArray* subViews = self.subviews; for( UIView *aView in subViews ) { [aView removeFromSuperview]; } This works fine. In fact, I never really gave it much thought until I tried nearly the same thing in a Mac OS X app (from an NSView subclass): NSArray* subViews = [self subviews]; for( NSView *aView in subViews ) { [aView removeFromSuperview]; } That totally doesn’t work. Specifically, at runtime, I get this: *** Collection <NSCFArray: 0x1005208a0> was mutated while being enumerated. I ended up doing it like so: NSArray* subViews = [[self subviews] copy]; for( NSView *aView in subViews ) { [aView removeFromSuperview]; } [subViews release]; That's fine. What’s bugging me, though, is why does it work on the iPhone? subviews is a copy property: @property(nonatomic,readonly,copy) NSArray *subviews; My first thought was, maybe @synthesize’d getters return a copy when the copy attribute is specified. The doc is clear on the semantics of copy for setters, but doesn’t appear to say either way for getters (or at least, it’s not apparent to me). And actually, doing a few tests of my own, this clearly does not seem to be the case. Which is good, I think returning a copy would be problematic, for a few reasons. So the question is: how does the above code work on the iPhone? NSView is clearly returning a pointer to the actual array of subviews, and perhaps UIView isn’t. Perhaps it’s simply an implementation detail of UIView, and I shouldn’t get worked up about it. Can anyone offer any insight?

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  • Invoking a function (main()) from a binary file in C

    - by Dhara Darji
    I have simple c program like, my_bin.c: #include <stdio.h> int main() { printf("Success!\n"); return 0; } I compile it with gcc and got executable: my_bin. Now I want to invoke main (or run this my_bin) using another C program. That I did with mmap and function pointer like this: #include <stdio.h> #include <fcntl.h> #include <sys/mman.h> int main() { void (*fun)(); int fd; int *map; fd = open("./my_bin", O_RDONLY); map = mmap(0, 8378, PROT_READ, MAP_SHARED, fd, 0); fun = map; fun(); return 0; } PS: I went through some tutorial, for how to read binary file and execute. But this gives Seg fault, any help appreciated! Thanks!

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  • jQuery: If user clicks out of div

    - by Paul Knopf
    I am creating a popup in query. All is well with the popup on hover. I made it see a timer starts when user's mouse leaves the div to close it. If he enters the div again before the timer is done, then the timer is cleared. This is fine, but what if a user clicks out of the div? I want that to also close the div. The only problem is that I don't want to attach click events to the wrapper on the page (because it includes the popout menu). I have seen techniques that wraps entire screen with a transparent div, and then attach a click event to hit. Although this may work, it confuses the user if he clicks the hidden div intending to click a link. He will have to click the link twice. Once two close the div (hiding the link), and another time to actually click think. Also, you loose in mouse cursors attached to any masked elements on the page (such as links cursor pointer, etc). There has to be a way to check if the user clicked out of the div without a modal and without attaching events to the entire page (page wrappers and child elements included). onclicksomewhereelse="closeme();" lol.

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  • Function pointers to member functions

    - by Jacob
    There are several duplicates of this but nobody explains why I can use a member variable to store the pointer (in FOO) but when I try it with a local variable (in the commented portion of BAR), it's illegal. Could anybody explain this? #include <iostream> using namespace std; class FOO { public: int (FOO::*fptr)(int a, int b); int add_stuff(int a, int b) { return a+b; } void call_adder(int a, int b) { fptr = &FOO::add_stuff; cout<<(this->*fptr)(a,b)<<endl; } }; class BAR { public: int add_stuff(int a, int b) { return a+b; } void call_adder(int a, int b) { //int (BAR::*fptr)(int a, int b); //fptr = &BAR::add_stuff; //cout<<(*fptr)(a,b)<<endl; } }; int main() { FOO test; test.call_adder(10,20); return 0; }

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  • C++ Suppress Automatic Initialization and Destruction

    - by Travis G
    How does one suppress the automatic initialization and destruction of a type? While it is wonderful that T buffer[100] automatically initializes all the elements of buffer, and destroys them when they fall out of scope, this is not the behavior I want. #include <iostream> static int created = 0, destroyed = 0; struct S { S() { ++created; } ~S() { ++destroyed; } }; template <typename T, size_t KCount> class Array { private: T m_buffer[KCount]; public: Array() { // some way to suppress the automatic initialization of m_buffer } ~Array() { // some way to suppress the automatic destruction of m_buffer } }; int main() { { Array<S, 100> arr; } std::cout << "Created:\t" << created << std::endl; std::cout << "Destroyed:\t" << destroyed << std::endl; return 0; } The output of this program is: Created: 100 Destroyed: 100 I would like it to be: Created: 0 Destroyed: 0 My only idea is to make m_buffer some trivially constructed and destructed type like char and then rely on operator[] to wrap the pointer math for me, although this seems like a horribly hacked solution. Another solution would be to use malloc and free, but that gives a level of indirection that I do not want.

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  • SWIG_NewPointerObj and values always being nil

    - by Tom J Nowell
    I'm using SWIG to wrap C++ objects for use in lua, and Im trying to pass data to a method in my lua script, but it always comes out as 'nil' void CTestAI::UnitCreated(IUnit* unit){ lua_getglobal(L, "ai"); lua_getfield(L, -1, "UnitCreated"); swig_module_info *module = SWIG_GetModule( L ); swig_type_info *type = SWIG_TypeQueryModule( module, module, "IUnit *" ); SWIG_NewPointerObj(L,unit,type,0); lua_epcall(L, 1, 0); } Here is the lua code: function AI:UnitCreated(unit) if(unit == nil) then game:SendToConsole("I CAN HAS nil ?") else game:SendToConsole("I CAN HAS UNITS!!!?") end end unit is always nil. I have checked and in the C++ code, the unit pointer is never invalid/null I've also tried: void CTestAI::UnitCreated(IUnit* unit){ lua_getglobal(L, "ai"); lua_getfield(L, -1, "UnitCreated"); SWIG_NewPointerObj(L,unit,SWIGTYPE_p_IUnit,0); lua_epcall(L, 1, 0); } with identical results. Why is this failing? How do I fix it?

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  • android opengl es texture mapping into polygons

    - by kamil
    I wrote opengl es code for android to map textures on a square but i want to draw texture on polygons. When user moved the image, texture will be mapped on polygons have more vertexes. I tried the arrays combination below for pentagon but i could not find the correct triangle combination in indices array. public float vertices[] = { // -1.0f, 1.0f, 0.0f, //Top Left // -1.0f, -1.0f, 0.0f, //Bottom Left // 1.0f, -1.0f, 0.0f, //Bottom Right // 1.0f, 1.0f, 0.0f //Top Right -1.0f, 1.0f, 0.0f, //Top Left -1.0f, -1.0f, 0.0f, //Bottom Left 1.0f, -1.0f, 0.0f, //Bottom Right 1.0f, 1.0f, 0.0f, //Top Right 0.4f, 1.4f, 0.0f }; /** Our texture pointer */ private int[] textures = new int[1]; /** The initial texture coordinates (u, v) */ private float texture[] = { //Mapping coordinates for the vertices // 1.0f, 0.0f, // 1.0f, 1.0f, // 0.0f, 1.0f, // 0.0f, 0.0f, // 0.0f, 1.0f, // 0.0f, 0.0f, // 1.0f, 0.0f, // 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.7f, }; /** The initial indices definition */ private byte indices[] = { //2 triangles // 0,1,2, 2,3,0, 0,1,2, 2,3,4, 3,4,0, //triangles for five vertexes }; i draw with the code below gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer);

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  • How to DRY on CRUD parts of my Rails app?

    - by kolrie
    I am writing an app which - similarly to many apps out there - is 90% regular CRUD things and 10% "juice", where we need nasty business logic and more flexibility and customization. Regarding this 90%, I was trying to stick to the DRY principle as much as I can. As long as controllers go, I have found resource_controller to really work, and I could get rid of all the controllers on that area, replacing them with a generic one. Now I'd like to know how to get the same with the views. On this app I have an overall, application.html.erb layout and then I must have another layout layer, common for all CRUD views and finally a "core" part: On index.html.erb all I need to generate a simple table with the fields and labels I indicate. For new and edit, also generic form edition, indicating labels and fields (with a possibility of providing custom fields if needed). I am not sure I will need show, but if I do it would be the same as new and edit. What plugins and tools (or even articles and general pointer) would help me to get that done? Thanks, Felipe.

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  • pulling a value from NSMutableDictionary

    - by Jared Gross
    I have a dictionary array with a key:@"titleLabel". I am trying to load a pickerView with ONE instance of each @"titleLabel" key so that if there are multiple objects with the same @"titleLabel" only one title will be displayed. I've done some research on this forum and looked at apples docs but haven't been able to put the puzzle together. Below is my code but I am having trouble pulling the values. Right now when I run this code it throws an error Incompatible pointer types sending 'PFObject *' to parameter of type 'NSString' which i understand but am just not sure how to remedy. Cheers! else { // found messages! self.objectsArray = objects; NSMutableDictionary *dict = [[NSMutableDictionary alloc] init]; for(id obj in self.objectsArray){ PFObject *key = [self.objectsArray valueForKey:@"titleLabel"]; if(![dict objectForKey:@"titleLabel"]){ [dict setValue:obj forKey:key]; } } for (id key in dict) { NSLog(@"Objects array is %d", [self.objectsArray count]); NSLog(@"key: %@, value: %@ \n", key, [dict objectForKey:key]); } [self.pickerView reloadComponent:0]; } }];` Here is where I define the PFObject and keys: PFObject *image = [PFObject objectWithClassName:@"Images"]; [image setObject:file forKey:@"file"]; [image setObject:fileType forKey:@"fileType"]; [image setObject:title forKey:@"titleLabel"]; [image setObject:self.recipients forKey:@"recipientIds"]; [image setObject:[[PFUser currentUser] objectId] forKey:@"senderId"]; [image setObject:[[PFUser currentUser] username] forKey:@"senderName"]; [image saveInBackground];

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  • [FIXED] Scan file contents into an array of a structure.

    - by ZaZu
    Hello, I have a structure in my program that contains a particular array. I want to scan a random file with numbers and put the contents into that array. This is my code : ( NOTE : This is a sample from a bigger program, so I need the structure and arrays as declared ) The contents of the file are basically : 5 4 3 2 5 3 4 2 #include<stdio.h> #define first 500 #define sec 500 struct trial{ int f; int r; float what[first][sec]; }; int trialtest(trial *test); main(){ trial test; trialtest(&test); } int trialtest(trial *test){ int z,x,i; FILE *fin; fin=fopen("randomfile.txt","r"); for(i=0;i<5;i++){ fscanf(fin,"%5.2f\t",(*test).what[z][x]); } fclose(fin); return 0; } But the problem is, whenever this I run this code, I get this error : (25) : warning 508 - Data of type 'double' supplied where a pointer is required I tried adding do{ for(i=0;i<5;i++){ q=fscanf(fin,"%5.2f\t",(*test).what[z][x]); } }while(q!=EOF); But that didnt work either, it gives the same error. Does anyone have a solution to this problem ?

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  • Rapid taps on an OpenGL ES app introducing input delay

    - by Tim R.
    I am starting out writing a 2D game in OpenGL ES, and I have encountered an odd problem: if I rapidly tap the touchscreen, the input starts lagging behind the display. The more times I tap, the more delay it causes between the input and any indication of that input onscreen. It only happens if I intentionally tap very rapidly, but not from tapping and dragging with any number of fingers. What could be causing this? Excessive details follow: Both accelerometer input and taps are delayed by just tapping. The only events I am responding to are touchesBegan (below) in my EAGLView and accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration in my Game object. There doesn't seem to be any upper limit to the amount of delay: I've gotten up to 12 seconds of delay by tapping rapidly with five fingers. I have not seen any drops in framerate (it stays constantly at 60 fps) in the OpenGL ES tool in Instruments or by taking 1/the time between updates. Possibly relevant code: - (void) drawView:(id) sender { [game update:allTouches]; [renderer render:game]; } -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { allTouches = [event allTouches]; } allTouches is a pointer that gets passed to my Game every update, which passes it to each GameObject in their update methods.

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  • error in C++, what to do ?: could not find an match for ostream::write(long *, unsigned int)

    - by Shantanu Gupta
    I am trying to write data stored in a binary file using turbo C++. But it shows me an error could not find an match for ostream::write(long *, unsigned int) I want to write a 4 byte long data into that file. When i tries to write data using char pointer. It runs successfully. But i want to store large value i.e. eg. 2454545454 Which can be stored in long only. I dont know how to convert 1 byte into bit. I have 1 byte of data as a character. Moreover what i m trying to do is to convert 4 chars into long and store data into it. And at the other side i want to reverse this so as to retrieve how many bytes of data i have written. long *lmem; lmem=new long; *lmem=Tsize; fo.write(lmem,sizeof(long));// error occurs here delete lmem; I am implementing steganography and i have successfully stored txt file into image but trying to retrieve that file data now.

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  • Accessing program information that gdb sees in C++

    - by anon
    I have a program written in C++, on Linux, compiled with -g. When I run it under gdb, I can 1) set breakpoints 2) at those breakpoints, print out variables 3) see the stackframe 4) given a variable that's a structure, print out parts of the structure (i.e. how ddd displays information). Now, given that my program is compiled with "-g" -- is there anyway that I can access this power within my program itself? I.e. given that my program is compiled with "-g", is there some std::vector<string> getStackFrame(); function I can call to get the current stackframe at the current point of execution? Given a pointer to an object and it's type ... can I do std::vector getClassMember(class_name); ? I realize the default answer is "no, C++ doesn't support that level of introspection" -- however, recall I'm on linux, my program is compiled with "-g", and gdb can do it, so clearly the inforamtion is there. Question is: is there some API for accessing it? EDIT: PS Naysers, I'd love to see a reason for closing this question.

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  • jQuery password strength plugin callback validation method

    - by jmorhardt
    I'm using a a jQuery plugin to evaluate password strength. It gives a graphical representation for the user to see how secure the password is. I'd like to use it to validate the field as well. The plugin works by assessing the password and giving it a score. I want to be able to verify that the user has entered a password of at least a certain score. The code is hosted on jQuery's site here: http://plugins.jquery.com/project/pstrength. The documentation states that there is a way to add a rule and do custom validation. I'm not sure where to start. The inline documentation states: * === Changelog === * Version 2.1 (18/05/2008) * Added a jQuery method to add a new rule: jQuery('input[@type=password]').pstrength.addRule(name, method, score, active) And later in the code there's this method: jQuery.extend(jQuery.fn.pstrength, { 'addRule': function (name, method, score, active) { digitalspaghetti.password.addRule(name, method, score, active); return true; }, 'changeScore': function (rule, score) { digitalspaghetti.password.ruleScores[rule] = score; return true; }, 'ruleActive': function (rule, active) { digitalspaghetti.password.rules[rule] = active; return true; } }); If anybody has seen an example of how to do this I'd appreciate a pointer in the right direction. Thanks!

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  • Is this 2D array initialization a bad idea?

    - by Brendan Long
    I have something I need a 2D array for, but for better cache performance, I'd rather have it actually be a normal array. Here's the idea I had but I don't know if it's a terrible idea: const int XWIDTH = 10, YWIDTH = 10; int main(){ int * tempInts = new int[XWIDTH * YWIDTH]; int ** ints = new int*[XWIDTH]; for(int i=0; i<XWIDTH; i++){ ints[i] = &tempInts[i*YWIDTH]; } // do things with ints delete[] ints[0]; delete[] ints; return 0; } So the idea is that instead of newing a bunch of arrays (and having them placed in different places in memory), I just point to an array I made all at once. The reason for the delete[] (int*) ints; is because I'm actually doing this in a class and it would save [trivial amounts of] memory to not save the original pointer. Just wondering if there's any reasons this is a horrible idea. Or if there's an easier/better way. The goal is to be able to access the array as ints[x][y] rather than ints[x*YWIDTH+y].

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  • A public struct inside a class

    - by Koning Baard
    I am new to C++, and let's say I have two classes: Creature and Human: /* creature.h */ class Creature { private: public: struct emotion { /* All emotions are percentages */ char joy; char trust; char fear; char surprise; char sadness; char disgust; char anger; char anticipation; char love; }; }; /* human.h */ class Human : Creature { }; And I have this in my main function in main.cpp: Human foo; My question is: how can I set foo's emotions? I tried this: foo->emotion.fear = 5; But GCC gives me this compile error: error: base operand of '-' has non-pointer type 'Human' This: foo.emotion.fear = 5; Gives: error: 'struct Creature::emotion' is inaccessible error: within this context error: invalid use of 'struct Creature::emotion' Can anyone help me? Thanks P.S. No I did not forget the #includes

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