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  • CodePlex Daily Summary for Thursday, August 01, 2013

    CodePlex Daily Summary for Thursday, August 01, 2013Popular ReleasesmyCollections: Version 2.7.11.0: New in this version : Added Copy To functionality (useful if you have NAS or media player). You can now use you web cam to scan UPC Code or take picture for cover. Added Persian Language Improved Ukrainian Translation Improved Pdf export Improved Cover Flow Improved TMDB Information. Improved Zappiti and Dune player compatibility Improved GameDB provider. Fix IMDB provider. Fix issue with rating BugFixing and performance improvement.wsubi: wsubi-1.6: Enhancements included in this release: Implement issue #6 - Add a 'query' Command for .sql scripts You can now run T-SQL scripts with the application. Results can be out for review to the console or saved to a file. For more details on running queries, check the updated Documentation page.SuperSocket, an extensible socket application framework: SuperSocket 1.6 beta 2: The changes included in this release: introduced ServerManager improved the code about process level isolation added new configuration attribute "storeLocation" for the certificate node added sendTimeOut support for async sending fixed a bug that when you close a session, the data is being sent won't be sent suppressed the socket error 10060 fixed the default clear idle session parameters in the config model class added configuration section detecting and give proper exception ...GoAgent GUI: GoAgent GUI 1.4.0: ??????????: Windows XP SP3 Windows Vista SP1 Windows 7 Windows 8 Windows 8.1 ??Windows 8.1???????????? ????: .Net Framework 4.0 http://59.111.20.19/download/17718/33240761/4/exe/69/54/177181/dotNetFx40Fullx86x64.exe Microsoft Visual C++ 2010 Redistributable Package http://59.111.20.23/download/4894298/8555584/1/exe/28/176/1348305610524944/vcredistx86.exe ???????????????。 ?????Windows XP?Windows 7????,???????????,?issue??????。uygw@outlook.comMVC Generator: MVC Generator Visual Studio Addin: This is the latest build, this includes the MVCGenerator.dll, and Visual Studio Addin file. See the home page of this project for installation instructions.nopCommerce. Open source shopping cart (ASP.NET MVC): nopCommerce 3.10: Highlight features & improvements: • Performance optimization. • New more user-friendly product/product-variant logic. Now we'll have only products (simple and grouped). • Bundle products support added. • Allow a store owner to associate product image for product variant attribute values. To see the full list of fixes and changes please visit the release notes page (http://www.nopCommerce.com/releasenotes.aspx).ExtJS based ASP.NET Controls: FineUI v3.3.1: ??FineUI ?? ExtJS ??? ASP.NET ???。 FineUI??? ?? No JavaScript,No CSS,No UpdatePanel,No ViewState,No WebServices ???????。 ?????? IE 7.0、Firefox 3.6、Chrome 3.0、Opera 10.5、Safari 3.0+ ???? Apache License v2.0 ?:ExtJS ?? GPL v3 ?????(http://www.sencha.com/license)。 ???? ??:http://fineui.com/bbs/ ??:http://fineui.com/demo/ ??:http://fineui.com/doc/ ??:http://fineui.codeplex.com/ FineUI ???? ExtJS ????????,???? ExtJS ?,???????????ExtJS?: 1. ????? FineUI ? ExtJS ?:http://fineui.com/bbs/fo...AutoNLayered - Domain Oriented N-Layered .NET 4.5: AutoNLayered v1.0.5: - Fix Dtos. Abstract collections replaced by concrete (correct serialization WCF). - OrderBy in navigation properties. - Unit Test with Fakes. - Map of entities/dto moved to application services. - Libraries updated. Warning using Fakes: http://connect.microsoft.com/VisualStudio/feedback/details/782031/visual-studio-2012-add-fakes-assembly-does-not-add-all-needed-referencesPath Copy Copy: 11.1: Minor release with two new features: Submenu's contextual menu item now has an icon next to it Added reference to JavaScript regular expression format in Settings application Since this release does not have any glaring bug fixes, it is more of an optional update for existing users. It depends on whether you want to be able to spot the Path Copy Copy submenu more easily. I recommend you install it to see if the icon makes sense. As always, please don't hesitate to leave feedback via Discus...Lib.Web.Mvc & Yet another developer blog: Lib.Web.Mvc 6.3.0: Lib.Web.Mvc is a library which contains some helper classes for ASP.NET MVC such as strongly typed jqGrid helper, XSL transformation HtmlHelper/ActionResult, FileResult with range request support, custom attributes and more. Release contains: Lib.Web.Mvc.dll with xml documentation file Standalone documentation in chm file and change log Library source code Sample application for strongly typed jqGrid helper is available here. Sample application for XSL transformation HtmlHelper/ActionRe...Media Companion: Media Companion MC3.574b: Some good bug fixes been going on with the new XBMC-Link function. Thanks to all who were able to do testing and gave feedback. New:* Added some adhoc extra General movie filters, one of which is Plot = Outline (see fixes above). To see the filters, add the following line to your config.xml: <ShowExtraMovieFilters>True</ShowExtraMovieFilters>. The others are: Imdb in folder name, Imdb in not folder name & Imdb not in folder name & year mismatch. * Movie - display <tag> list on browser tab ...OfflineBrowser: Preview Release with Search: I've added search to this release.VG-Ripper & PG-Ripper: VG-Ripper 2.9.46: changes FIXED LoginFIM 2010 GoogleApps MA: GoogleAppsMA1.1.2: Fixed bug during import. - Fixed following bug. - In some condition, 'dn is missing' error occur.Install Verify Tool: Install Verify Tool V 1.0 With Client: Use a windows service to do a remote validation work. QA can use this tool to verify daily build installation.C# Intellisense for Notepad++: 'Namespace resolution' release: Auto-Completion from "empty spot" Add missing "using" statementsOpen Source Job board: Version X3: Full version of job board, didn't have monies to fund it so it's free.DSeX DragonSpeak eXtended Editor: Version 1.0.116.0726: Cleaned up Wizard Interface Added Functionality for RTF UndoRedo IE Inserting Text from Wizard output to the Tabbed Editor Added Sanity Checks to Search/Replace Dialog to prevent crashes Fixed Template and Paste undoredo Fix Undoredo Blank spots Added New_FileTag Const = "(New FIle)" Added Filename to Modified FileClose queries (Thanks Lothus Marque)Math.NET Numerics: Math.NET Numerics v2.6.0: What's New in Math.NET Numerics 2.6 - Announcement, Explanations and Sample Code. New: Linear Curve Fitting Linear least-squares fitting (regression) to lines, polynomials and linear combinations of arbitrary functions. Multi-dimensional fitting. Also works well in F# with the F# extensions. New: Root Finding Brent's method. ~Candy Chiu, Alexander Täschner Bisection method. ~Scott Stephens, Alexander Täschner Broyden's method, for multi-dimensional functions. ~Alexander Täschner ...mojoPortal: 2.3.9.8: see release notes on mojoportal.com https://www.mojoportal.com/mojoportal-2398-released Note that we have separate deployment packages for .NET 3.5 and .NET 4.0, but we recommend you to use .NET 4 with either .NET 4 or ideally .NET 4.5 hosting, we will probably drop support for .NET 3.5 in the near future. The deployment package downloads on this page are pre-compiled and ready for production deployment, they contain no C# source code and are not intended for use in Visual Studio. To downl...New Projects.NET Micro Framework for STM32F4 with GCC support: The project adds GCC compiler support to .NET Micro Framework code for the STM32F4 family of ARM Cortex-based MCUs originally created by Oberon microsystems.AD Group Comparison Tool: This tool scans Active Directory for groups with matching or empty membership lists, identifying redundant groups that can possibly be eliminated.AdvGenWebRSSReader: This project is to build a portal to manage the rss feed.Best Framework: Using This framework most of .net functions that needs a lot of code writing became available almost in 1 line(s) of code. CargoOnLine: ????????cRumble Framework: C# Reporting Framework for support different technologies and a uncoupled reports.DbDataSource: DbDataSource is a ASP.NET WebForms DataSource control for simple use with EntityFramework CodeFirst.Excel Powershell Library: ExcelPSLib is a PowerShell Module that allows easy creation of XLSX file by using the EPPlus 3.1 .Net LibraryGenProj, a tool for automatic maintenance of Visual Studio .csproj files: Creates a .csproj by scanning folders for files and injecting XML into a previously created .csproj template. Uses a configuration file to control behavior.HLSLBuild: fxc integration for MSBuild and Visual Studio.HotelManagerByHuaibao: Here is a hotel management system on developing.ItemMover ..:: I Like SharePoint ::..: The ItemMover offers your users the ability to move list items between any folder from content type “Folder Content Types”. JadeTours: This is the website for JadeToursNaughty Dog Texture Viewer: A simple program that can view textures inside .pak files from games like The Last of Us and Uncharted series.Number Guessing Game: This is my version of the number guessing game. The computer will generate a number between 1-20 and the goal is to guess that number.prakark07312013Git01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.prakark07312013Hg01: https://ajaxcontroltoolkit.codeplex.com/workitem/list/basicprakark07312013TFS01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.PythonCode: Some python code.S1ToKindle: send s1 post to kindleSAML2: An implementation of the SAML 2 specification for .NET.SAML2.Logging.CommonLogging: A logging provider for SAML2 based on Common.Logging.SAML2.Logging.Log4Net: A logging provider for SAML2 based on Log4Net.SAML2.Profiles.DKSAML20: Extension profile for SAML2 which provides OASIS SAML 2.0 validation for the DK specification.SharePoint 2010 Export User Information to Text file, SQL server: This project will help you to export general information about uses from sharepoint 2010 to text file, which you can export into any other database like SQLtestdd07312013git: ftestdd07312013tfs: hjVarian Developers Forum: This project supports Varian collaborators and customers in their work with Varian Medical Systems public APIs.vb??????: vb??????Vinyl: Vinyl is a way to electronically keep track of your record collection.Visual Basic Web Browser: Web browser in visual basicWorkerHourManager: hour managment system,ASP,.NET,college

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  • AD Password About to Expire check problem with ASP.Net

    - by Vince
    Hello everyone, I am trying to write some code to check the AD password age during a user login and notify them of the 15 remaining days. I am using the ASP.Net code that I found on the Microsoft MSDN site and I managed to add a function that checks the if the account is set to change password at next login. The login and the change password at next login works great but I am having some problems with the check for the password age. This is the VB.Net code for the DLL file: Imports System Imports System.Text Imports System.Collections Imports System.DirectoryServices Imports System.DirectoryServices.AccountManagement Imports System.Reflection 'Needed by the Password Expiration Class Only -Vince Namespace FormsAuth Public Class LdapAuthentication Dim _path As String Dim _filterAttribute As String 'Code added for the password expiration added by Vince Private _domain As DirectoryEntry Private _passwordAge As TimeSpan = TimeSpan.MinValue Const UF_DONT_EXPIRE_PASSWD As Integer = &H10000 'Function added by Vince Public Sub New() Dim root As New DirectoryEntry("LDAP://rootDSE") root.AuthenticationType = AuthenticationTypes.Secure _domain = New DirectoryEntry("LDAP://" & root.Properties("defaultNamingContext")(0).ToString()) _domain.AuthenticationType = AuthenticationTypes.Secure End Sub 'Function added by Vince Public ReadOnly Property PasswordAge() As TimeSpan Get If _passwordAge = TimeSpan.MinValue Then Dim ldate As Long = LongFromLargeInteger(_domain.Properties("maxPwdAge")(0)) _passwordAge = TimeSpan.FromTicks(ldate) End If Return _passwordAge End Get End Property Public Sub New(ByVal path As String) _path = path End Sub 'Function added by Vince Public Function DoesUserHaveToChangePassword(ByVal userName As String) As Boolean Dim ctx As PrincipalContext = New PrincipalContext(System.DirectoryServices.AccountManagement.ContextType.Domain) Dim up = UserPrincipal.FindByIdentity(ctx, userName) Return (Not up.LastPasswordSet.HasValue) 'returns true if last password set has no value. End Function Public Function IsAuthenticated(ByVal domain As String, ByVal username As String, ByVal pwd As String) As Boolean Dim domainAndUsername As String = domain & "\" & username Dim entry As DirectoryEntry = New DirectoryEntry(_path, domainAndUsername, pwd) Try 'Bind to the native AdsObject to force authentication. Dim obj As Object = entry.NativeObject Dim search As DirectorySearcher = New DirectorySearcher(entry) search.Filter = "(SAMAccountName=" & username & ")" search.PropertiesToLoad.Add("cn") Dim result As SearchResult = search.FindOne() If (result Is Nothing) Then Return False End If 'Update the new path to the user in the directory. _path = result.Path _filterAttribute = CType(result.Properties("cn")(0), String) Catch ex As Exception Throw New Exception("Error authenticating user. " & ex.Message) End Try Return True End Function Public Function GetGroups() As String Dim search As DirectorySearcher = New DirectorySearcher(_path) search.Filter = "(cn=" & _filterAttribute & ")" search.PropertiesToLoad.Add("memberOf") Dim groupNames As StringBuilder = New StringBuilder() Try Dim result As SearchResult = search.FindOne() Dim propertyCount As Integer = result.Properties("memberOf").Count Dim dn As String Dim equalsIndex, commaIndex Dim propertyCounter As Integer For propertyCounter = 0 To propertyCount - 1 dn = CType(result.Properties("memberOf")(propertyCounter), String) equalsIndex = dn.IndexOf("=", 1) commaIndex = dn.IndexOf(",", 1) If (equalsIndex = -1) Then Return Nothing End If groupNames.Append(dn.Substring((equalsIndex + 1), (commaIndex - equalsIndex) - 1)) groupNames.Append("|") Next Catch ex As Exception Throw New Exception("Error obtaining group names. " & ex.Message) End Try Return groupNames.ToString() End Function 'Function added by Vince Public Function WhenExpires(ByVal username As String) As TimeSpan Dim ds As New DirectorySearcher(_domain) ds.Filter = [String].Format("(&(objectClass=user)(objectCategory=person)(sAMAccountName={0}))", username) Dim sr As SearchResult = FindOne(ds) Dim user As DirectoryEntry = sr.GetDirectoryEntry() Dim flags As Integer = CInt(user.Properties("userAccountControl").Value) If Convert.ToBoolean(flags And UF_DONT_EXPIRE_PASSWD) Then 'password never expires Return TimeSpan.MaxValue End If 'get when they last set their password Dim pwdLastSet As DateTime = DateTime.FromFileTime(LongFromLargeInteger(user.Properties("pwdLastSet").Value)) ' return pwdLastSet.Add(PasswordAge).Subtract(DateTime.Now); If pwdLastSet.Subtract(PasswordAge).CompareTo(DateTime.Now) > 0 Then Return pwdLastSet.Subtract(PasswordAge).Subtract(DateTime.Now) Else Return TimeSpan.MinValue 'already expired End If End Function 'Function added by Vince Private Function LongFromLargeInteger(ByVal largeInteger As Object) As Long Dim type As System.Type = largeInteger.[GetType]() Dim highPart As Integer = CInt(type.InvokeMember("HighPart", BindingFlags.GetProperty, Nothing, largeInteger, Nothing)) Dim lowPart As Integer = CInt(type.InvokeMember("LowPart", BindingFlags.GetProperty, Nothing, largeInteger, Nothing)) Return CLng(highPart) << 32 Or CUInt(lowPart) End Function 'Function added by Vince Private Function FindOne(ByVal searcher As DirectorySearcher) As SearchResult Dim sr As SearchResult = Nothing Dim src As SearchResultCollection = searcher.FindAll() If src.Count > 0 Then sr = src(0) End If src.Dispose() Return sr End Function End Class End Namespace And this is the Login.aspx page: sub Login_Click(sender as object,e as EventArgs) Dim adPath As String = "LDAP://DC=xxx,DC=com" 'Path to your LDAP directory server Dim adAuth As LdapAuthentication = New LdapAuthentication(adPath) Try If (True = adAuth.DoesUserHaveToChangePassword(txtUsername.Text)) Then Response.Redirect("passchange.htm") ElseIf (True = adAuth.IsAuthenticated(txtDomain.Text, txtUsername.Text, txtPassword.Text)) Then Dim groups As String = adAuth.GetGroups() 'Create the ticket, and add the groups. Dim isCookiePersistent As Boolean = chkPersist.Checked Dim authTicket As FormsAuthenticationTicket = New FormsAuthenticationTicket(1, _ txtUsername.Text, DateTime.Now, DateTime.Now.AddMinutes(60), isCookiePersistent, groups) 'Encrypt the ticket. Dim encryptedTicket As String = FormsAuthentication.Encrypt(authTicket) 'Create a cookie, and then add the encrypted ticket to the cookie as data. Dim authCookie As HttpCookie = New HttpCookie(FormsAuthentication.FormsCookieName, encryptedTicket) If (isCookiePersistent = True) Then authCookie.Expires = authTicket.Expiration End If 'Add the cookie to the outgoing cookies collection. Response.Cookies.Add(authCookie) 'Retrieve the password life Dim t As TimeSpan = adAuth.WhenExpires(txtUsername.Text) 'You can redirect now. If (passAge.Days = 90) Then errorLabel.Text = "Your password will expire in " & DateTime.Now.Subtract(t) 'errorLabel.Text = "This is" 'System.Threading.Thread.Sleep(5000) Response.Redirect("http://somepage.aspx") Else Response.Redirect(FormsAuthentication.GetRedirectUrl(txtUsername.Text, False)) End If Else errorLabel.Text = "Authentication did not succeed. Check user name and password." End If Catch ex As Exception errorLabel.Text = "Error authenticating. " & ex.Message End Try End Sub ` Every time I have this Dim t As TimeSpan = adAuth.WhenExpires(txtUsername.Text) enabled, I receive "Arithmetic operation resulted in an overflow." during the login and won't continue. What am I doing wrong? How can I correct this? Please help!! Thank you very much for any help in advance. Vince

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  • Binding collection indexes to a WPF DataGrid at runtime

    - by bearda
    After trying to develop our own control to display a table of data we stumbled on the WPF toolkit DataGrid and thought we were saved. A couple hours later I'm scratching my head trying to figure out if it can do what we really want it to do. The DataGrid seems to be based on displaying various properties of a single object, where I think I need something that can display a collection's items, I want to display a table of strings with a variable number of rows and a variable number of columns. Each row represents the state of a number of inputs at a given time. The number of samples may change, and the number of inputs may change at runtime. As a result, I can't create a custom object that represents a row with a property for each input. This makes the DataGrid binding more complicated, since I can't bind to a fixed property for each column. I thought I found a workaround for this by binding to ".[" + channelIndex + ]" but it hasn't worked out quite the way I wanted. Right now I have a collection of a collection of strings that represents the two-dimensional array of strings. I'm using ObservableCollection so string change event notifications work, but I can use any collection type needed. It looked like everything was working great until I realized that every row was showing the same line of data. Binding in C# is not my strong suit, so I'm kind of lost on what's going wrong. Is what I'm trying to do overall even possible with the WPF Toolkit DataGrid? using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging; using System.Windows.Navigation; using System.Windows.Shapes; using Microsoft.Windows.Controls; using System.ComponentModel; using System.Collections; using System.Collections.ObjectModel; namespace WRE.NGDAS.UILayer { /// <summary> /// Interaction logic for DataTableControl.xaml /// </summary> public partial class DataTableControl : UserControl { #region Constants private const int lineHeight = 25; #endregion #region Type Definitions private class TableChannelInfo { internal string ChannelName = string.Empty; internal int Column = 0; public override string ToString() { return ChannelName; } } internal class NotifyString : INotifyPropertyChanged { private string text = String.Empty; public event PropertyChangedEventHandler PropertyChanged; public string Text { get { return text; } set { text = value; NotifyPropertyChanged( "Text" ); } } public NotifyString(string newText) { text = newText; } protected void NotifyPropertyChanged( string propertyChanged ) { if ( PropertyChanged != null ) { PropertyChanged(this, new PropertyChangedEventArgs(propertyChanged)); } } } #endregion #region Private Data Members string[] channels = null; int numberFixed = 0; int numberOfRows = 0; ObservableCollection<ObservableCollection<NotifyString>> tableText = null; #endregion public DataTableControl( List<string> channelNames, List<string> nameToolTips, int numberFixedColumns, int numberRows ) { InitializeComponent(); numberFixed = numberFixedColumns; numberOfRows = numberRows; tableText = new ObservableCollection<ObservableCollection<NotifyString>>(); dataGrid.ItemsSource = tableText; channels = new string[channelNames.Count]; for (int channelIndex = 0; channelIndex < channelNames.Count; channelIndex++) { channels[channelIndex] = channelNames[channelIndex]; tableText.Add(new ObservableCollection<NotifyString>()); for (int i = 0; i < numberOfRows; i++) { tableText[channelIndex].Add( new NotifyString(String.Empty) ); } Binding textBinding = new Binding( ".[" + channelIndex + "]" ); textBinding.Mode = BindingMode.OneWay; textBinding.UpdateSourceTrigger = UpdateSourceTrigger.PropertyChanged; textBinding.Source = tableText[channelIndex]; DataGridTextColumn newColumn = new DataGridTextColumn(); newColumn.Header = channelNames[channelIndex]; newColumn.DisplayIndex = channelIndex; newColumn.Binding = textBinding; if ( channelIndex < numberFixed ) { newColumn.CanUserReorder = false; } dataGrid.Columns.Add(newColumn); } //Height = lineHeight + numberOfRows * lineHeight; } internal void UpdateChannelRow( int rowNumber, List<string> channelValues, DisplayColors color ) { if ( rowNumber < numberOfRows ) { for (int column = 0; column < channelValues.Count; column++) { if ( column < channels.GetLength(0) ) { tableText[column][rowNumber].Text = channelValues[column]; } } } } } }

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  • threaded serial port IOException when writing

    - by John McDonald
    Hi, I'm trying to write a small application that simply reads data from a socket, extracts some information (two integers) from the data and sends the extracted information off on a serial port. The idea is that it should start and just keep going. In short, it works, but not for long. After a consistently short period I start to receive IOExceptions and socket receive buffer is swamped. The thread framework has been taken from the MSDN serial port example. The delay in send(), readThread.Join(), is an effort to delay read() in order to allow serial port interrupt processing a chance to occur, but I think I've misinterpreted the join function. I either need to sync the processes more effectively or throw some data away as it comes in off the socket, which would be fine. The integer data is controlling a pan tilt unit and I'm sure four times a second would be acceptable, but not sure on how to best acheive either, any ideas would be greatly appreciated, cheers. using System; using System.Collections.Generic; using System.Text; using System.IO.Ports; using System.Threading; using System.Net; using System.Net.Sockets; using System.IO; namespace ConsoleApplication1 { class Program { static bool _continue; static SerialPort _serialPort; static Thread readThread; static Thread sendThread; static String sendString; static Socket s; static int byteCount; static Byte[] bytesReceived; // synchronise send and receive threads static bool dataReceived; const int FIONREAD = 0x4004667F; static void Main(string[] args) { dataReceived = false; readThread = new Thread(Read); sendThread = new Thread(Send); bytesReceived = new Byte[16384]; // Create a new SerialPort object with default settings. _serialPort = new SerialPort("COM4", 38400, Parity.None, 8, StopBits.One); // Set the read/write timeouts _serialPort.WriteTimeout = 500; _serialPort.Open(); string moveMode = "CV "; _serialPort.WriteLine(moveMode); s = null; IPHostEntry hostEntry = Dns.GetHostEntry("localhost"); foreach (IPAddress address in hostEntry.AddressList) { IPEndPoint ipe = new IPEndPoint(address, 10001); Socket tempSocket = new Socket(ipe.AddressFamily, SocketType.Stream, ProtocolType.Tcp); tempSocket.Connect(ipe); if (tempSocket.Connected) { s = tempSocket; s.ReceiveBufferSize = 16384; break; } else { continue; } } readThread.Start(); sendThread.Start(); while (_continue) { Thread.Sleep(10); ;// Console.WriteLine("main..."); } readThread.Join(); _serialPort.Close(); s.Close(); } public static void Read() { while (_continue) { try { //Console.WriteLine("Read"); if (!dataReceived) { byte[] outValue = BitConverter.GetBytes(0); // Check how many bytes have been received. s.IOControl(FIONREAD, null, outValue); uint bytesAvailable = BitConverter.ToUInt32(outValue, 0); if (bytesAvailable > 0) { Console.WriteLine("Read thread..." + bytesAvailable); byteCount = s.Receive(bytesReceived); string str = Encoding.ASCII.GetString(bytesReceived); //str = Encoding::UTF8->GetString( bytesReceived ); string[] split = str.Split(new Char[] { '\t', '\r', '\n' }); string filteredX = (split.GetValue(7)).ToString(); string filteredY = (split.GetValue(8)).ToString(); string[] AzSplit = filteredX.Split(new Char[] { '.' }); filteredX = (AzSplit.GetValue(0)).ToString(); string[] ElSplit = filteredY.Split(new Char[] { '.' }); filteredY = (ElSplit.GetValue(0)).ToString(); // scale values int x = (int)(Convert.ToInt32(filteredX) * 1.9); string scaledAz = x.ToString(); int y = (int)(Convert.ToInt32(filteredY) * 1.9); string scaledEl = y.ToString(); String moveAz = "PS" + scaledAz + " "; String moveEl = "TS" + scaledEl + " "; sendString = moveAz + moveEl; dataReceived = true; } } } catch (TimeoutException) {Console.WriteLine("timeout exception");} catch (NullReferenceException) {Console.WriteLine("Read NULL reference exception");} } } public static void Send() { while (_continue) { try { if (dataReceived) { // sleep Read() thread to allow serial port interrupt processing readThread.Join(100); // send command to PTU dataReceived = false; Console.WriteLine(sendString); _serialPort.WriteLine(sendString); } } catch (TimeoutException) { Console.WriteLine("Timeout exception"); } catch (IOException) { Console.WriteLine("IOException exception"); } catch (NullReferenceException) { Console.WriteLine("Send NULL reference exception"); } } } } }

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  • Problem with room/screen/menu controller in python game: old rooms are not removed from memory

    - by Jordan Magnuson
    I'm literally banging my head against a wall here (as in, yes, physically, at my current location, I am damaging my cranium). Basically, I've got a Python/Pygame game with some typical game "rooms", or "screens." EG title screen, high scores screen, and the actual game room. Something bad is happening when I switch between rooms: the old room (and its various items) are not removed from memory, or from my event listener. Not only that, but every time I go back to a certain room, my number of event listeners increases, as well as the RAM being consumed! (So if I go back and forth between the title screen and the "game room", for instance, the number of event listeners and the memory usage just keep going up and up. The main issue is that all the event listeners start to add up and really drain the CPU. I'm new to Python, and don't know if I'm doing something obviously wrong here, or what. I will love you so much if you can help me with this! Below is the relevant source code. Complete source code at http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip MAIN.PY class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() EVENT_MANAGER.PY class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.last_listeners = {} self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def clear(self): del self.listeners[:] #---------------------------------------------------------------------- def post(self, event): # if isinstance(event, MouseButtonLeftEvent): # debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" print 'Number of listeners: ' + str(len(self.listeners)) for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) def notify(self, event): pass #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent) or isinstance(incoming_event, BoardCreationTick): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 2: #Button 2 pos = pygame.mouse.get_pos() ev = MouseButtonRightEvent(pos) elif event.type == pygame.MOUSEBUTTONUP and not self.input_freeze: if event.button == 2: #Button 2 Release pos = pygame.mouse.get_pos() ev = MouseButtonRightReleaseEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) # elif isinstance(event, BoardCreationTick): # #Share some time with other processes, so we don't hog the cpu # pygame.time.wait(5) # # #If this event manager has an associated PGU GUI app, notify it of the event # if self.ev_manager.gui_app: # self.ev_manager.gui_app.event(event) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent(fps=fps)) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False EXAMPLE CLASS USING EVENT MANAGER class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1

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  • creating a 3d plane using Frank Luna's technique

    - by numerical25
    I am creating a 3d plane that lays on the x and z axis. and has hills that extend on the y axis. bulk of the code looks like this float PeaksAndValleys::getHeight(float x, float z)const { return 0.3f*( z*sinf(0.1f*x) + x*cosf(0.1f*z) ); } void PeaksAndValleys::init(ID3D10Device* device, DWORD m, DWORD n, float dx) { md3dDevice = device; mNumRows = m; mNumCols = n; mNumVertices = m*n; mNumFaces = (m-1)*(n-1)*2; // Create the geometry and fill the vertex buffer. std::vector<Vertex> vertices(mNumVertices); float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; for(DWORD i = 0; i < m; ++i) { float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { float x = -halfWidth + j*dx; // Graph of this function looks like a mountain range. float y = getHeight(x,z); vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); // Color the vertex based on its height. if( y < -10.0f ) vertices[i*n+j].color = BEACH_SAND; else if( y < 5.0f ) vertices[i*n+j].color = LIGHT_YELLOW_GREEN; else if( y < 12.0f ) vertices[i*n+j].color = DARK_YELLOW_GREEN; else if( y < 20.0f ) vertices[i*n+j].color = DARKBROWN; else vertices[i*n+j].color = WHITE; } } D3D10_BUFFER_DESC vbd; vbd.Usage = D3D10_USAGE_IMMUTABLE; vbd.ByteWidth = sizeof(Vertex) * mNumVertices; vbd.BindFlags = D3D10_BIND_VERTEX_BUFFER; vbd.CPUAccessFlags = 0; vbd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA vinitData; vinitData.pSysMem = &vertices[0]; HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mVB)); // Create the index buffer. The index buffer is fixed, so we only // need to create and set once. std::vector<DWORD> indices(mNumFaces*3); // 3 indices per face // Iterate over each quad and compute indices. int k = 0; for(DWORD i = 0; i < m-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = i*n+j; indices[k+1] = i*n+j+1; indices[k+2] = (i+1)*n+j; indices[k+3] = (i+1)*n+j; indices[k+4] = i*n+j+1; indices[k+5] = (i+1)*n+j+1; k += 6; // next quad } } D3D10_BUFFER_DESC ibd; ibd.Usage = D3D10_USAGE_IMMUTABLE; ibd.ByteWidth = sizeof(DWORD) * mNumFaces*3; ibd.BindFlags = D3D10_BIND_INDEX_BUFFER; ibd.CPUAccessFlags = 0; ibd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA iinitData; iinitData.pSysMem = &indices[0]; HR(md3dDevice->CreateBuffer(&ibd, &iinitData, &mIB)); } My question pretains to the cosf and sinf. I am formiluar with trigonometry and I understand sin, cosine, and tangent. but I am not formiluar with cosf and sinf and what they do. From looking at this example. they have alot to do with finding a y value.

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  • OpenGL basics: calling glDrawElements once per object

    - by Bethor
    Hi all, continuing on from my explorations of the basics of OpenGL (see this question), I'm trying to figure out the basic principles of drawing a scene with OpenGL. I am trying to render a simple cube repeated n times in every direction. My method appears to yield terrible performance : 1000 cubes brings performance below 50fps (on a QuadroFX 1800, roughly a GeForce 9600GT). My method for drawing these cubes is as follows: done once: set up a vertex buffer and array buffer containing my cube vertices in model space set up an array buffer indexing the cube for drawing as 12 triangles done for each frame: update uniform values used by the vertex shader to move all cubes at once done for each cube, for each frame: update uniform values used by the vertex shader to move each cube to its position call glDrawElements to draw the positioned cube Is this a sane method ? If not, how does one go about something like this ? I'm guessing I need to minimize calls to glUniform, glDrawElements, or both, but I'm not sure how to do that. Full code for my little test : (depends on gletools and pyglet) I'm aware that my init code (at least) is really ugly; I'm concerned with the rendering code for each frame right now, I'll move to something a little less insane for the creation of the vertex buffers and such later on. import pyglet from pyglet.gl import * from pyglet.window import key from numpy import deg2rad, tan from gletools import ShaderProgram, FragmentShader, VertexShader, GeometryShader vertexData = [-0.5, -0.5, -0.5, 1.0, -0.5, 0.5, -0.5, 1.0, 0.5, -0.5, -0.5, 1.0, 0.5, 0.5, -0.5, 1.0, -0.5, -0.5, 0.5, 1.0, -0.5, 0.5, 0.5, 1.0, 0.5, -0.5, 0.5, 1.0, 0.5, 0.5, 0.5, 1.0] elementArray = [2, 1, 0, 1, 2, 3,## back face 4, 7, 6, 4, 5, 7,## front face 1, 3, 5, 3, 7, 5,## top face 2, 0, 4, 2, 4, 6,## bottom face 1, 5, 4, 0, 1, 4,## left face 6, 7, 3, 6, 3, 2]## right face def toGLArray(input): return (GLfloat*len(input))(*input) def toGLushortArray(input): return (GLushort*len(input))(*input) def initPerspectiveMatrix(aspectRatio = 1.0, fov = 45): frustumScale = 1.0 / tan(deg2rad(fov) / 2.0) fzNear = 0.5 fzFar = 300.0 perspectiveMatrix = [frustumScale*aspectRatio, 0.0 , 0.0 , 0.0 , 0.0 , frustumScale, 0.0 , 0.0 , 0.0 , 0.0 , (fzFar+fzNear)/(fzNear-fzFar) , -1.0, 0.0 , 0.0 , (2*fzFar*fzNear)/(fzNear-fzFar), 0.0 ] return perspectiveMatrix class ModelObject(object): vbo = GLuint() vao = GLuint() eao = GLuint() initDone = False verticesPool = [] indexPool = [] def __init__(self, vertices, indexing): super(ModelObject, self).__init__() if not ModelObject.initDone: glGenVertexArrays(1, ModelObject.vao) glGenBuffers(1, ModelObject.vbo) glGenBuffers(1, ModelObject.eao) glBindVertexArray(ModelObject.vao) initDone = True self.numIndices = len(indexing) self.offsetIntoVerticesPool = len(ModelObject.verticesPool) ModelObject.verticesPool.extend(vertices) self.offsetIntoElementArray = len(ModelObject.indexPool) ModelObject.indexPool.extend(indexing) glBindBuffer(GL_ARRAY_BUFFER, ModelObject.vbo) glEnableVertexAttribArray(0) #position glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ModelObject.eao) glBufferData(GL_ARRAY_BUFFER, len(ModelObject.verticesPool)*4, toGLArray(ModelObject.verticesPool), GL_STREAM_DRAW) glBufferData(GL_ELEMENT_ARRAY_BUFFER, len(ModelObject.indexPool)*2, toGLushortArray(ModelObject.indexPool), GL_STREAM_DRAW) def draw(self): glDrawElements(GL_TRIANGLES, self.numIndices, GL_UNSIGNED_SHORT, self.offsetIntoElementArray) class PositionedObject(object): def __init__(self, mesh, pos, objOffsetUf): super(PositionedObject, self).__init__() self.mesh = mesh self.pos = pos self.objOffsetUf = objOffsetUf def draw(self): glUniform3f(self.objOffsetUf, self.pos[0], self.pos[1], self.pos[2]) self.mesh.draw() w = 800 h = 600 AR = float(h)/float(w) window = pyglet.window.Window(width=w, height=h, vsync=False) window.set_exclusive_mouse(True) pyglet.clock.set_fps_limit(None) ## input forward = [False] left = [False] back = [False] right = [False] up = [False] down = [False] inputs = {key.Z: forward, key.Q: left, key.S: back, key.D: right, key.UP: forward, key.LEFT: left, key.DOWN: back, key.RIGHT: right, key.PAGEUP: up, key.PAGEDOWN: down} ## camera camX = 0.0 camY = 0.0 camZ = -1.0 def simulate(delta): global camZ, camX, camY scale = 10.0 move = scale*delta if forward[0]: camZ += move if back[0]: camZ += -move if left[0]: camX += move if right[0]: camX += -move if up[0]: camY += move if down[0]: camY += -move pyglet.clock.schedule(simulate) @window.event def on_key_press(symbol, modifiers): global forward, back, left, right, up, down if symbol in inputs.keys(): inputs[symbol][0] = True @window.event def on_key_release(symbol, modifiers): global forward, back, left, right, up, down if symbol in inputs.keys(): inputs[symbol][0] = False ## uniforms for shaders camOffsetUf = GLuint() objOffsetUf = GLuint() perspectiveMatrixUf = GLuint() camRotationUf = GLuint() program = ShaderProgram( VertexShader(''' #version 330 layout(location = 0) in vec4 objCoord; uniform vec3 objOffset; uniform vec3 cameraOffset; uniform mat4 perspMx; void main() { mat4 translateCamera = mat4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, cameraOffset.x, cameraOffset.y, cameraOffset.z, 1.0f); mat4 translateObject = mat4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, objOffset.x, objOffset.y, objOffset.z, 1.0f); vec4 modelCoord = objCoord; vec4 positionedModel = translateObject*modelCoord; vec4 cameraPos = translateCamera*positionedModel; gl_Position = perspMx * cameraPos; }'''), FragmentShader(''' #version 330 out vec4 outputColor; const vec4 fillColor = vec4(1.0f, 1.0f, 1.0f, 1.0f); void main() { outputColor = fillColor; }''') ) shapes = [] def init(): global camOffsetUf, objOffsetUf with program: camOffsetUf = glGetUniformLocation(program.id, "cameraOffset") objOffsetUf = glGetUniformLocation(program.id, "objOffset") perspectiveMatrixUf = glGetUniformLocation(program.id, "perspMx") glUniformMatrix4fv(perspectiveMatrixUf, 1, GL_FALSE, toGLArray(initPerspectiveMatrix(AR))) obj = ModelObject(vertexData, elementArray) nb = 20 for i in range(nb): for j in range(nb): for k in range(nb): shapes.append(PositionedObject(obj, (float(i*2), float(j*2), float(k*2)), objOffsetUf)) glEnable(GL_CULL_FACE) glCullFace(GL_BACK) glFrontFace(GL_CW) glEnable(GL_DEPTH_TEST) glDepthMask(GL_TRUE) glDepthFunc(GL_LEQUAL) glDepthRange(0.0, 1.0) glClearDepth(1.0) def update(dt): print pyglet.clock.get_fps() pyglet.clock.schedule_interval(update, 1.0) @window.event def on_draw(): with program: pyglet.clock.tick() glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) glUniform3f(camOffsetUf, camX, camY, camZ) for shape in shapes: shape.draw() init() pyglet.app.run()

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  • Theme confusion in SpreadsheetML.

    - by dmaruca
    I've been fighting this all day. Inside my styles.xml file I have color information given like so: <fgColor theme="0" tint="-0.249977111117893" / ECMA 376 defines a theme color reference as: Index into the <clrScheme collection, referencing a particular <sysClr or <srgbClr value expressed in the Theme part. Ok, that sounds easy. Here is an excerpt from my clrScheme xml: <a:clrScheme name="Office" <a:dk1 <a:sysClr val="windowText" lastClr="000000" / </a:dk1 <a:lt1 <a:sysClr val="window" lastClr="FFFFFF" / </a:lt1 Index zero is black, and they are wanting to darken it? I can tell you that after the tint is applied, the color should be #F2F2F2. My confusion is what does theme="0" really mean? It can't possible mean to darken #000000. Checking MSDN only confuses me even more. From http://msdn.microsoft.com/en-us/library/dd560821.aspx note that the theme color integer begins counting from left to right in the palette starting with zero. Theme color 3 is the dark 2 text/background color. Actually, if you start counting at zero the third entry is Light 2. Dark 2 is the second one. Can anyone here shed some light on this subject for me? What does theme="0" really mean? Here is the VB6 code I have been working with to apply the tint. You can paste it into your vba editor and run the test sub. Public Type tRGB R As Byte G As Byte B As Byte End Type Public Type tHSL H As Double S As Double L As Double End Type Sub TestRgbTint() Dim c As tRGB RGB_Hex2Type "ffffff", c RGB_ApplyTint c, -0.249977111117893 Debug.Print Hex(c.R) & Hex(c.G) & Hex(c.B) End Sub Public Sub RGB_Hex2Type(ByVal HexString As String, RGB As tRGB) 'Remove the alpha channel if it exists If Len(HexString) = 8 Then HexString = mID(HexString, 3) End If RGB.R = CByte("&H" & Left(HexString, 2)) RGB.G = CByte("&H" & mID(HexString, 3, 2)) RGB.B = CByte("&H" & Right(HexString, 2)) End Sub Public Sub RGB_ApplyTint(RGB As tRGB, tint As Double) Const HLSMAX = 1# Dim HSL As tHSL If tint = 0 Then Exit Sub RGB2HSL RGB, HSL If tint < 0 Then HSL.L = HSL.L * (1# + tint) Else HSL.L = HSL.L * (1# - tint) + (HLSMAX - HLSMAX * (1# - tint)) End If HSL2RGB HSL, RGB End Sub Public Sub HSL2RGB(HSL As tHSL, RGB As tRGB) HSL2RGB_ByVal HSL.H, HSL.S, HSL.L, RGB End Sub Private Sub HSL2RGB_ByVal(ByVal H As Double, ByVal S As Double, ByVal L As Double, RGB As tRGB) Dim v As Double Dim R As Double, G As Double, B As Double 'Default color to gray R = L G = L B = L If L < 0.5 Then v = L * (1# + S) Else v = L + S - L * S End If If v > 0 Then Dim m As Double, sv As Double Dim sextant As Integer Dim fract As Double, vsf As Double, mid1 As Double, mid2 As Double m = L + L - v sv = (v - m) / v H = H * 6# sextant = Int(H) fract = H - sextant vsf = v * sv * fract mid1 = m + vsf mid2 = v - vsf Select Case sextant Case 0 R = v G = mid1 B = m Case 1 R = mid2 G = v B = m Case 2 R = m G = v B = mid1 Case 3 R = m G = mid2 B = v Case 4 R = mid1 G = m B = v Case 5 R = v G = m B = mid2 End Select End If RGB.R = R * 255# RGB.G = G * 255# RGB.B = B * 255# End Sub Public Sub RGB2HSL(RGB As tRGB, HSL As tHSL) Dim R As Double, G As Double, B As Double Dim v As Double, m As Double, vm As Double Dim r2 As Double, g2 As Double, b2 As Double R = RGB.R / 255# G = RGB.G / 255# B = RGB.B / 255# 'Default to black HSL.H = 0 HSL.S = 0 HSL.L = 0 v = IIf(R > G, R, G) v = IIf(v > B, v, B) m = IIf(R < G, R, G) m = IIf(m < B, m, B) HSL.L = (m + v) / 2# If HSL.L < 0 Then Exit Sub End If vm = v - m HSL.S = vm If HSL.S > 0 Then If HSL.L <= 0.5 Then HSL.S = HSL.S / (v + m) Else HSL.S = HSL.S / (2# - v - m) End If Else Exit Sub End If r2 = (v - R) / vm g2 = (v - G) / vm b2 = (v - B) / vm If R = v Then If G = m Then HSL.H = 5# + b2 Else HSL.H = 1# - g2 End If ElseIf G = v Then If B = m Then HSL.H = 1# + r2 Else HSL.H = 3# - b2 End If Else If R = m Then HSL.H = 3# + g2 Else HSL.H = 5# - r2 End If End If HSL.H = HSL.H / 6# End Sub

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  • Error with Phoenix placeholder _val in Boost.Spirit.Lex :(

    - by GooRoo
    Hello, everybody. I'm newbie in Boost.Spirit.Lex. Some strange error appears every time I try to use lex::_val in semantics actions in my simple lexer: #ifndef _TOKENS_H_ #define _TOKENS_H_ #include <iostream> #include <string> #include <boost/spirit/include/lex_lexertl.hpp> #include <boost/spirit/include/phoenix_operator.hpp> #include <boost/spirit/include/phoenix_statement.hpp> #include <boost/spirit/include/phoenix_container.hpp> namespace lex = boost::spirit::lex; namespace phx = boost::phoenix; enum tokenids { ID_IDENTIFICATOR = 1, ID_CONSTANT, ID_OPERATION, ID_BRACKET, ID_WHITESPACES }; template <typename Lexer> struct mega_tokens : lex::lexer<Lexer> { mega_tokens() : identifier(L"[a-zA-Z_][a-zA-Z0-9_]*", ID_IDENTIFICATOR) , constant (L"[0-9]+(\\.[0-9]+)?", ID_CONSTANT ) , operation (L"[\\+\\-\\*/]", ID_OPERATION ) , bracket (L"[\\(\\)\\[\\]]", ID_BRACKET ) { using lex::_tokenid; using lex::_val; using phx::val; this->self = operation [ std::wcout << val(L'<') << _tokenid // << val(L':') << lex::_val << val(L'>') ] | identifier [ std::wcout << val(L'<') << _tokenid << val(L':') << _val << val(L'>') ] | constant [ std::wcout << val(L'<') << _tokenid // << val(L':') << _val << val(L'>') ] | bracket [ std::wcout << phx::val(lex::_val) << val(L'<') << _tokenid // << val(L':') << lex::_val << val(L'>') ] ; } lex::token_def<wchar_t, wchar_t> operation; lex::token_def<std::wstring, wchar_t> identifier; lex::token_def<double, wchar_t> constant; lex::token_def<wchar_t, wchar_t> bracket; }; #endif // _TOKENS_H_ and #include <cstdlib> #include <iostream> #include <locale> #include <boost/spirit/include/lex_lexertl.hpp> #include "tokens.h" int main() { setlocale(LC_ALL, "Russian"); namespace lex = boost::spirit::lex; typedef std::wstring::iterator base_iterator; typedef lex::lexertl::token < base_iterator, boost::mpl::vector<wchar_t, std::wstring, double, wchar_t>, boost::mpl::true_ > token_type; typedef lex::lexertl::actor_lexer<token_type> lexer_type; typedef mega_tokens<lexer_type>::iterator_type iterator_type; mega_tokens<lexer_type> mega_lexer; std::wstring str = L"alfa+x1*(2.836-x2[i])"; base_iterator first = str.begin(); bool r = lex::tokenize(first, str.end(), mega_lexer); if (r) { std::wcout << L"Success" << std::endl; } else { std::wstring rest(first, str.end()); std::wcerr << L"Lexical analysis failed\n" << L"stopped at: \"" << rest << L"\"\n"; } return EXIT_SUCCESS; } This code causes an error in Boost header 'boost/spirit/home/lex/argument.hpp' on line 167 while compiling: return: can't convert 'const boost::variant' to 'boost::variant &' When I don't use lex::_val program compiles with no errors. Obviously, I use _val in wrong way, but I do not know how to do this correctly. Help, please! :) P.S. And sorry for my terrible English…

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  • problem with sqldatasource and data binding

    - by Alexander
    I am trying to pull out data from the table I had from the database according to the id which is passed from the URL. However I always get data from id= 1? Why? FYI I took this code directly from the ClubWebsite starter kit and copy and paste it to my project to make several changes, the ClubWebsite one worked fine.. but this one doesn't and can't find any reason why because they both looked exactly the same. <%@ Page Title="" Language="C#" MasterPageFile="~/MasterPage.master" AutoEventWireup="true" CodeFile="Events_View.aspx.cs" Inherits="Events_View" %> <asp:Content ID="Content1" ContentPlaceHolderID="head" Runat="Server"> </asp:Content> <asp:Content ID="Content2" ContentPlaceHolderID="splash" Runat="Server"> <div id="splash4">&nbsp;</div> </asp:Content> <asp:Content ID="Content3" ContentPlaceHolderID="ContentPlaceHolder1" Runat="Server"> <div id="content"> <div class="post"> <asp:SqlDataSource ID="SqlDataSource1" runat="server" ConnectionString="<%$ ConnectionStrings:ClubDatabase %>" SelectCommand="SELECT dbo.Events.id, dbo.Events.starttime, dbo.events.endtime, dbo.Events.title, dbo.Events.description, dbo.Events.staticURL, dbo.Events.address FROM dbo.Events"> <SelectParameters> <asp:Parameter Type="Int32" DefaultValue="1" Name="id"></asp:Parameter> </SelectParameters> </asp:SqlDataSource> <asp:FormView ID="FormView1" runat="server" DataSourceID="SqlDataSource1" DataKeyNames="id" AllowPaging="false" Width="100%"> <ItemTemplate> <h2> <asp:Label Text='<%# Eval("title") %>' runat="server" ID="titleLabel" /> </h2> <div> <br /> <p> <asp:Label Text='<%# Eval("address") %>' runat="server" ID="addressLabel" /> </p> <p> <asp:Label Text='<%# Eval("starttime","{0:D}") %>' runat="server" ID="itemdateLabel" /> <br /> <asp:Label Text='<%# ShowDuration(Eval("starttime"),Eval("endtime")) %>' runat="server" ID="Label1" /> </p> </div> <p> <asp:Label Text='<%# Eval("description") %>' runat="server" ID="descriptionLabel" /> </p> </ItemTemplate> </asp:FormView> <div class="dashedline"> </div> </div> </div> </asp:Content> using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; using System.Data.SqlClient; using System.Configuration; using System.Data; public partial class Events_View : System.Web.UI.Page { const int INVALIDID = -1; protected void Page_Load(object sender, System.EventArgs e) { SqlDataSource1.SelectParameters["id"].DefaultValue = System.Convert.ToString(EventID); } public int EventID { get { int m_EventID; object id = ViewState["EventID"]; if (id != null) { m_EventID = (int)id; } else { id = Request.QueryString["EventID"]; if (id != null) { m_EventID = System.Convert.ToInt32(id); } else { m_EventID = 1; } ViewState["EventID"] = m_EventID; } return m_EventID; } set { ViewState["EventID"] = value; } } protected void FormView1_DataBound(object sender, System.EventArgs e) { DataRowView view = (DataRowView)(FormView1.DataItem); object o = view["staticURL"]; if (o != null && o != DBNull.Value) { string staticurl = (string)o; if (staticurl != "") { Response.Redirect(staticurl); } } } protected string ShowLocationLink(object locationname, object id) { if (id != null && id != DBNull.Value) { return "At <a href='Locations_view.aspx?LocationID=" + Convert.ToString(id) + "'>" + (string)locationname + "</a><br/>"; } else { return ""; } } protected string ShowDuration(object starttime, object endtime) { DateTime starttimeDT = (DateTime)starttime; if (endtime != null && endtime != DBNull.Value) { DateTime endtimeDT = (DateTime)endtime; if (starttimeDT.Date == endtimeDT.Date) { if (starttimeDT == endtimeDT) { return starttimeDT.ToString("h:mm tt"); } else { return starttimeDT.ToString("h:mm tt") + " - " + endtimeDT.ToString("h:mm tt"); } } else { return "thru " + endtimeDT.ToString("M/d/yy"); } } else { return starttimeDT.ToString("h:mm tt"); } } }

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  • Where is the virtual function call overhead?

    - by Semen Semenych
    Hello everybody, I'm trying to benchmark the difference between a function pointer call and a virtual function call. To do this, I have written two pieces of code, that do the same mathematical computation over an array. One variant uses an array of pointers to functions and calls those in a loop. The other variant uses an array of pointers to a base class and calls its virtual function, which is overloaded in the derived classes to do absolutely the same thing as the functions in the first variant. Then I print the time elapsed and use a simple shell script to run the benchmark many times and compute the average run time. Here is the code: #include <iostream> #include <cstdlib> #include <ctime> #include <cmath> using namespace std; long long timespecDiff(struct timespec *timeA_p, struct timespec *timeB_p) { return ((timeA_p->tv_sec * 1000000000) + timeA_p->tv_nsec) - ((timeB_p->tv_sec * 1000000000) + timeB_p->tv_nsec); } void function_not( double *d ) { *d = sin(*d); } void function_and( double *d ) { *d = cos(*d); } void function_or( double *d ) { *d = tan(*d); } void function_xor( double *d ) { *d = sqrt(*d); } void ( * const function_table[4] )( double* ) = { &function_not, &function_and, &function_or, &function_xor }; int main(void) { srand(time(0)); void ( * index_array[100000] )( double * ); double array[100000]; for ( long int i = 0; i < 100000; ++i ) { index_array[i] = function_table[ rand() % 4 ]; array[i] = ( double )( rand() / 1000 ); } struct timespec start, end; clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &start); for ( long int i = 0; i < 100000; ++i ) { index_array[i]( &array[i] ); } clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &end); unsigned long long time_elapsed = timespecDiff(&end, &start); cout << time_elapsed / 1000000000.0 << endl; } and here is the virtual function variant: #include <iostream> #include <cstdlib> #include <ctime> #include <cmath> using namespace std; long long timespecDiff(struct timespec *timeA_p, struct timespec *timeB_p) { return ((timeA_p->tv_sec * 1000000000) + timeA_p->tv_nsec) - ((timeB_p->tv_sec * 1000000000) + timeB_p->tv_nsec); } class A { public: virtual void calculate( double *i ) = 0; }; class A1 : public A { public: void calculate( double *i ) { *i = sin(*i); } }; class A2 : public A { public: void calculate( double *i ) { *i = cos(*i); } }; class A3 : public A { public: void calculate( double *i ) { *i = tan(*i); } }; class A4 : public A { public: void calculate( double *i ) { *i = sqrt(*i); } }; int main(void) { srand(time(0)); A *base[100000]; double array[100000]; for ( long int i = 0; i < 100000; ++i ) { array[i] = ( double )( rand() / 1000 ); switch ( rand() % 4 ) { case 0: base[i] = new A1(); break; case 1: base[i] = new A2(); break; case 2: base[i] = new A3(); break; case 3: base[i] = new A4(); break; } } struct timespec start, end; clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &start); for ( int i = 0; i < 100000; ++i ) { base[i]->calculate( &array[i] ); } clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &end); unsigned long long time_elapsed = timespecDiff(&end, &start); cout << time_elapsed / 1000000000.0 << endl; } My system is LInux, Fedora 13, gcc 4.4.2. The code is compiled it with g++ -O3. The first one is test1, the second is test2. Now I see this in console: [Ignat@localhost circuit_testing]$ ./test2 && ./test2 0.0153142 0.0153166 Well, more or less, I think. And then, this: [Ignat@localhost circuit_testing]$ ./test2 && ./test2 0.01531 0.0152476 Where are the 25% which should be visible? How can the first executable be even slower than the second one? I'm asking this because I'm doing a project which involves calling a lot of small functions in a row like this in order to compute the values of an array, and the code I've inherited does a very complex manipulation to avoid the virtual function call overhead. Now where is this famous call overhead?

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  • Delphi - Using DeviceIoControl passing IOCTL_DISK_GET_LENGTH_INFO to get flash media physical size (Not Partition)

    - by SuicideClutchX2
    Alright this is the result of a couple of other questions. It appears I was doing something wrong with the suggestions and at this point have come up with an error when using the suggested API to get the media size. Those new to my problem I am working at the physical disk level, not within the confines of a partition or file system. Here is the pastebin code for the main unit (Delphi 2009) - http://clutchx2.pastebin.com/iMnq8kSx Here is the application source and executable with a form built to output the status of whats going on - http://www.mediafire.com/?js8e6ci8zrjq0de Its probably easier to use the download, unless your just looking for problems within the code. I will also paste the code here. unit Main; interface uses Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms, Dialogs, StdCtrls; type TfrmMain = class(TForm) edtDrive: TEdit; lblDrive: TLabel; btnMethod1: TButton; btnMethod2: TButton; lblSpace: TLabel; edtSpace: TEdit; lblFail: TLabel; edtFail: TEdit; lblError: TLabel; edtError: TEdit; procedure btnMethod1Click(Sender: TObject); private { Private declarations } public { Public declarations } end; TDiskExtent = record DiskNumber: Cardinal; StartingOffset: Int64; ExtentLength: Int64; end; DISK_EXTENT = TDiskExtent; PDiskExtent = ^TDiskExtent; TVolumeDiskExtents = record NumberOfDiskExtents: Cardinal; Extents: array[0..0] of TDiskExtent; end; VOLUME_DISK_EXTENTS = TVolumeDiskExtents; PVolumeDiskExtents = ^TVolumeDiskExtents; var frmMain: TfrmMain; const FILE_DEVICE_DISK = $00000007; METHOD_BUFFERED = 0; FILE_ANY_ACCESS = 0; IOCTL_DISK_BASE = FILE_DEVICE_DISK; IOCTL_VOLUME_BASE = DWORD('V'); IOCTL_DISK_GET_LENGTH_INFO = $80070017; IOCTL_VOLUME_GET_VOLUME_DISK_EXTENTS = ((IOCTL_VOLUME_BASE shl 16) or (FILE_ANY_ACCESS shl 14) or (0 shl 2) or METHOD_BUFFERED); implementation {$R *.dfm} function GetLD(Drive: Char): Cardinal; var Buffer : String; begin Buffer := Format('\\.\%s:',[Drive]); Result := CreateFile(PChar(Buffer),GENERIC_READ Or GENERIC_WRITE,FILE_SHARE_READ,nil,OPEN_EXISTING,0,0); If Result = INVALID_HANDLE_VALUE Then begin Result := CreateFile(PChar(Buffer),GENERIC_READ,FILE_SHARE_READ,nil,OPEN_EXISTING,0,0); end; end; function GetPD(Drive: Byte): Cardinal; var Buffer : String; begin If Drive = 0 Then begin Result := INVALID_HANDLE_VALUE; Exit; end; Buffer := Format('\\.\PHYSICALDRIVE%d',[Drive]); Result := CreateFile(PChar(Buffer),GENERIC_READ Or GENERIC_WRITE,FILE_SHARE_READ,nil,OPEN_EXISTING,0,0); If Result = INVALID_HANDLE_VALUE Then begin Result := CreateFile(PChar(Buffer),GENERIC_READ,FILE_SHARE_READ,nil,OPEN_EXISTING,0,0); end; end; function GetPhysicalDiskNumber(Drive: Char): Byte; var LD : DWORD; DiskExtents : PVolumeDiskExtents; DiskExtent : TDiskExtent; BytesReturned : Cardinal; begin Result := 0; LD := GetLD(Drive); If LD = INVALID_HANDLE_VALUE Then Exit; Try DiskExtents := AllocMem(Max_Path); DeviceIOControl(LD,IOCTL_VOLUME_GET_VOLUME_DISK_EXTENTS,nil,0,DiskExtents,Max_Path,BytesReturned,nil); If DiskExtents^.NumberOfDiskExtents > 0 Then begin DiskExtent := DiskExtents^.Extents[0]; Result := DiskExtent.DiskNumber; end; Finally CloseHandle(LD); end; end; procedure TfrmMain.btnMethod1Click(Sender: TObject); var PD : DWORD; CardSize: Int64; BytesReturned: DWORD; CallSuccess: Boolean; begin PD := GetPD(GetPhysicalDiskNumber(edtDrive.Text[1])); If PD = INVALID_HANDLE_VALUE Then Begin ShowMessage('Invalid Physical Disk Handle'); Exit; End; CallSuccess := DeviceIoControl(PD, IOCTL_DISK_GET_LENGTH_INFO, nil, 0, @CardSize, SizeOf(CardSize), BytesReturned, nil); if not CallSuccess then begin edtError.Text := IntToStr(GetLastError()); edtFail.Text := 'True'; end else edtFail.Text := 'False'; CloseHandle(PD); end; end. I placed a second method button on the form so I can write a different set of code into the app if I feel like it. Only minimal error handling and safeguards are there is nothing that wasn't necessary for debugging this via source. I tried this on a Sony Memory Stick using a PSP as the reader because I cant find the adapter for using a duo in my machine. The target is an MS and half of my users use a PSP for a reader half dont. However this should work fine on SD cards and that is a secondary target for my work as well. I tried this on a usb memory card reader and several SD cards. Now that I have fixed my attempt I get an error returned. 50 ERROR_NOT_SUPPORTED The request is not supported. I have found an application that uses this API as well as alot of related functions for what I am trying todo. I am getting ready to look into it the application is called DriveImage and its source is here - http://sourceforge.net/projects/diskimage/ The only thing I have really noticed from that application is there use of TFileStream and using that to get a handle on the physical disk.

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  • UITableViewCell repeating problem

    - by cannyboy
    I have a UItableview with cells. Some cells have uilabels and some have uibuttons. The UIbuttons are created whenever the first character in an array is "^". However, the uibuttons repeat when i scroll down (appearing over the uilabel).. and then multiply over the uilabels when I scroll up. Any clues why? My voluminous code is below: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { const NSInteger LABEL_TAG = 1001; UILabel *label; UIButton *linkButton; //NSString *linkString; static NSString *CellIdentifier; UITableViewCell *cell; CellIdentifier = @"TableCell"; cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; label = [[UILabel alloc] initWithFrame:CGRectZero]; [cell.contentView addSubview:label]; [label setLineBreakMode:UILineBreakModeWordWrap]; [label setMinimumFontSize:FONT_SIZE]; [label setNumberOfLines:0]; //[label setBackgroundColor:[UIColor redColor]]; [label setTag:LABEL_TAG]; NSString *firstChar = [[paragraphs objectAtIndex:indexPath.row] substringToIndex:1]; NSLog(@"firstChar %@", firstChar); NSLog(@"before comparison"); if ([firstChar isEqualToString:@"^"]) { // not called NSLog(@"BUTTON"); //[label setFont:[UIFont boldSystemFontOfSize:FONT_SIZE]]; linkButton = [UIButton buttonWithType:UIButtonTypeCustom]; linkButton.frame = CGRectMake(CELL_CONTENT_MARGIN, CELL_CONTENT_MARGIN, 280, 30); [cell.contentView addSubview:linkButton]; NSString *myString = [paragraphs objectAtIndex:indexPath.row]; NSArray *myArray = [myString componentsSeparatedByCharactersInSet:[NSCharacterSet characterSetWithCharactersInString:@"*"]]; NSString *noHash = [myArray objectAtIndex:1]; [linkButton setBackgroundImage:[UIImage imageNamed:@"linkButton.png"] forState:UIControlStateNormal]; linkButton.adjustsImageWhenHighlighted = YES; [linkButton setTitle:noHash forState:UIControlStateNormal]; linkButton.titleLabel.font = [UIFont systemFontOfSize:FONT_SIZE]; [linkButton setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal]; [linkButton setTag:indexPath.row]; [linkButton addTarget:self action:@selector(openSafari:) forControlEvents:UIControlEventTouchUpInside]; //size = [noAsterisks sizeWithFont:[UIFont boldSystemFontOfSize:FONT_SIZE] constrainedToSize:constraint lineBreakMode:UILineBreakModeWordWrap]; [label setBackgroundColor:[UIColor clearColor]]; [label setText:@""]; } cell.selectionStyle = UITableViewCellSelectionStyleNone; } else { label = (UILabel *)[cell viewWithTag:LABEL_TAG]; NSString *firstChar = [[paragraphs objectAtIndex:indexPath.row] substringToIndex:1]; NSLog(@"firstChar %@", firstChar); NSLog(@"before comparison"); if ([firstChar isEqualToString:@"^"]) { NSLog(@"cell not nil, reusing linkButton"); linkButton = (UIButton *)[cell viewWithTag:indexPath.row]; } } if (!label) label = (UILabel*)[cell viewWithTag:LABEL_TAG]; NSString *textString = [paragraphs objectAtIndex:indexPath.row]; NSString *noAsterisks = [textString stringByReplacingOccurrencesOfString:@"*" withString:@""] ; CGSize constraint = CGSizeMake(CELL_CONTENT_WIDTH - (CELL_CONTENT_MARGIN * 2), 20000.0f); CGSize size; NSString *firstChar = [[paragraphs objectAtIndex:indexPath.row] substringToIndex:1]; //NSLog(@"firstChar %@", firstChar); if ([firstChar isEqualToString:@"^"]) { NSLog(@"BUTTON2"); if (!linkButton) linkButton = (UIButton*)[cell viewWithTag:indexPath.row]; linkButton = [UIButton buttonWithType:UIButtonTypeCustom]; linkButton.frame = CGRectMake(CELL_CONTENT_MARGIN, CELL_CONTENT_MARGIN, 280, 30); [cell.contentView addSubview:linkButton]; NSString *myString = [paragraphs objectAtIndex:indexPath.row]; NSArray *myArray = [myString componentsSeparatedByCharactersInSet:[NSCharacterSet characterSetWithCharactersInString:@"*"]]; NSString *noHash = [myArray objectAtIndex:1]; [linkButton setBackgroundImage:[UIImage imageNamed:@"linkButton.png"] forState:UIControlStateNormal]; linkButton.adjustsImageWhenHighlighted = YES; [linkButton setTitle:noHash forState:UIControlStateNormal]; linkButton.titleLabel.font = [UIFont systemFontOfSize:FONT_SIZE]; [linkButton setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal]; [linkButton setTag:indexPath.row]; [linkButton addTarget:self action:@selector(openSafari:) forControlEvents:UIControlEventTouchUpInside]; size = [noAsterisks sizeWithFont:[UIFont boldSystemFontOfSize:FONT_SIZE] constrainedToSize:constraint lineBreakMode:UILineBreakModeWordWrap]; [label setBackgroundColor:[UIColor clearColor]]; [label setText:@""]; } else if ([firstChar isEqualToString:@"*"]) { size = [noAsterisks sizeWithFont:[UIFont boldSystemFontOfSize:FONT_SIZE] constrainedToSize:constraint lineBreakMode:UILineBreakModeWordWrap]; [label setFont:[UIFont boldSystemFontOfSize:FONT_SIZE]]; [label setText:noAsterisks]; NSLog(@"bold"); } else { size = [noAsterisks sizeWithFont:[UIFont systemFontOfSize:FONT_SIZE] constrainedToSize:constraint lineBreakMode:UILineBreakModeWordWrap]; [label setFont:[UIFont systemFontOfSize:FONT_SIZE]]; [label setText:noAsterisks]; } [label setFrame:CGRectMake(CELL_CONTENT_MARGIN, CELL_CONTENT_MARGIN, CELL_CONTENT_WIDTH - (CELL_CONTENT_MARGIN * 2), MAX(size.height, 20.0f))]; cell.selectionStyle = UITableViewCellSelectionStyleNone; cell.accessoryType = UITableViewCellAccessoryNone; return cell; }

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  • Using a boost::fusion::map in boost::spirit::karma

    - by user1097105
    I am using boost spirit to parse some text files into a data structure and now I am beginning to generate text from this data structure (using spirit karma). One attempt at a data structure is a boost::fusion::map (as suggested in an answer to this question). But although I can use boost::spirit::qi::parse() and get data in it easily, when I tried to generate text from it using karma, I failed. Below is my attempt (look especially at the "map_data" type). After some reading and playing around with other fusion types, I found boost::fusion::vector and BOOST_FUSION_DEFINE_ASSOC_STRUCT. I succeeded to generate output with both of them, but they don't seem ideal: in vector you cannot access a member using a name (it is like a tuple) -- and in the other solution, I don't think I need both ways (member name and key type) to access the members. #include <iostream> #include <string> #include <boost/spirit/include/karma.hpp> #include <boost/fusion/include/map.hpp> #include <boost/fusion/include/make_map.hpp> #include <boost/fusion/include/vector.hpp> #include <boost/fusion/include/as_vector.hpp> #include <boost/fusion/include/transform.hpp> struct sb_key; struct id_key; using boost::fusion::pair; typedef boost::fusion::map < pair<sb_key, int> , pair<id_key, unsigned long> > map_data; typedef boost::fusion::vector < int, unsigned long > vector_data; #include <boost/fusion/include/define_assoc_struct.hpp> BOOST_FUSION_DEFINE_ASSOC_STRUCT( (), assocstruct_data, (int, a, sb_key) (unsigned long, b, id_key)) namespace karma = boost::spirit::karma; template <typename X> std::string to_string ( const X& data ) { std::string generated; std::back_insert_iterator<std::string> sink(generated); karma::generate_delimited ( sink, karma::int_ << karma::ulong_, karma::space, data ); return generated; } int main() { map_data d1(boost::fusion::make_map<sb_key, id_key>(234, 35314988526ul)); vector_data d2(boost::fusion::make_vector(234, 35314988526ul)); assocstruct_data d3(234,35314988526ul); std::cout << "map_data as_vector: " << boost::fusion::as_vector(d1) << std::endl; //std::cout << "map_data to_string: " << to_string(d1) << std::endl; //*FAIL No 1* std::cout << "at_key (sb_key): " << boost::fusion::at_key<sb_key>(d1) << boost::fusion::at_c<0>(d1) << std::endl << std::endl; std::cout << "vector_data: " << d2 << std::endl; std::cout << "vector_data to_string: " << to_string(d2) << std::endl << std::endl; std::cout << "assoc_struct as_vector: " << boost::fusion::as_vector(d3) << std::endl; std::cout << "assoc_struct to_string: " << to_string(d3) << std::endl; std::cout << "at_key (sb_key): " << boost::fusion::at_key<sb_key>(d3) << d3.a << boost::fusion::at_c<0>(d3) << std::endl; return 0; } Including the commented line gives lots of pages of compilation errors, among which notably something like: no known conversion for argument 1 from ‘boost::fusion::pair’ to ‘double’ no known conversion for argument 1 from ‘boost::fusion::pair’ to ‘float’ Might it be that to_string needs the values of the map_data, and not the pairs? Though I am not good with templates, I tried to get a vector from a map using transform in the following way template <typename P> struct take_second { typename P::second_type operator() (P p) { return p.second; } }; // ... inside main() pair <char, int> ff(32); std::cout << "take_second (expect 32): " << take_second<pair<char,int>>()(ff) << std::endl; std::cout << "transform map_data and to_string: " << to_string(boost::fusion::transform(d1, take_second<>())); //*FAIL No 2* But I don't know what types am I supposed to give when instantiating take_second and anyway I think there must be an easier way to get (iterate over) the values of a map (is there?) If you answer this question, please also give your opinion on whether using an ASSOC_STRUCT or a map is better.

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  • Access Violation

    - by Justin
    I've been learning how to NOP functions in C++ or even C but there are very few tutorials online about it. I've been googling for the past few hours now and I'm just stuck. Here is my code. #include <iostream> #include <windows.h> #include <tlhelp32.h> using namespace std; //#define NOP 0x90 byte NOP[] = {0x90}; void enableDebugPrivileges() { HANDLE hcurrent=GetCurrentProcess(); HANDLE hToken; BOOL bret=OpenProcessToken(hcurrent,40,&hToken); LUID luid; bret=LookupPrivilegeValue(NULL,"SeDebugPrivilege",&luid); TOKEN_PRIVILEGES NewState,PreviousState; DWORD ReturnLength; NewState.PrivilegeCount =1; NewState.Privileges[0].Luid =luid; NewState.Privileges[0].Attributes=2; AdjustTokenPrivileges(hToken,FALSE,&NewState,28,&PreviousState,&ReturnLength); } DWORD GetProcId(char* ProcName) { PROCESSENTRY32 pe32; HANDLE hSnapshot = NULL; pe32.dwSize = sizeof( PROCESSENTRY32 ); hSnapshot = CreateToolhelp32Snapshot( TH32CS_SNAPPROCESS, 0 ); if( Process32First( hSnapshot, &pe32 ) ) { do{ if( strcmp( pe32.szExeFile, ProcName ) == 0 ) break; }while( Process32Next( hSnapshot, &pe32 ) ); } if( hSnapshot != INVALID_HANDLE_VALUE ) CloseHandle( hSnapshot ); return pe32.th32ProcessID; } void WriteMem(DWORD Address, void* Value, size_t Size) { DWORD Protect = NULL; VirtualProtect((LPVOID)Address, 3, PAGE_READWRITE, &Protect); memcpy((void*)Address, Value, 3); VirtualProtect((LPVOID)Address, 3, Protect, &Protect); } void nop_(PVOID address, int bytes){ DWORD d, ds; VirtualProtect(address, bytes, PAGE_EXECUTE_READWRITE, &d); memset(address, 144, bytes); VirtualProtect(address,bytes,d,&ds); } void MemCopy(HANDLE pHandle, void* Dest, const void* Src, int Len) { DWORD OldProtect; DWORD OldProtect2; VirtualProtect(Dest, Len, PAGE_EXECUTE_READWRITE, &OldProtect); memcpy(Dest, Src, Len); VirtualProtect(Dest, Len, OldProtect, &OldProtect2); FlushInstructionCache(pHandle, Dest, Len); } int main() { enableDebugPrivileges(); DWORD pid; HANDLE phandle; // Obtain the process ID pid = GetProcId("gr.exe"); if(GetLastError()) { cout << "Error_PID_: " << GetLastError() << endl; system("pause"); return -1; } // Obtain the process handle phandle = OpenProcess(PROCESS_ALL_ACCESS,0,pid); if(GetLastError()) { cout << "Error_HANDLE_: " << GetLastError() << endl; system("pause"); return -1; } // Debug info, 0 = bad cout <<"pid : " << pid << endl; cout <<"HANDLE: " << phandle << endl << endl; system("pause"); // Change value to short iValue = -1; int choice = 0; BYTE * bGodMode = (BYTE *) (0x409A7E); // Lives Address bool hack = true; while(hack) { system("cls"); cout << "What hack?\n0. Exit\n1. Lives\n\n!> "; cin >> choice; switch(choice) { case 0: { hack=false; break; } case 1: // Modify Time cout << "God Mode On\n!> "; // cin >> iValue; // nop_((PVOID)(0x409A7E), 3); // MemCopy(phandle, (PVOID)0x409A7E, &NOP, 1); WriteMem((DWORD)(0x00409A7E), (void*)NOP, sizeof NOP); if(GetLastError()) { cout << "Error: " << GetLastError() << endl; system("pause"); } break; default: cout << "ERROR!\n"; break; } Sleep(100); } system("pause"); return 0; } This is suppose to NOP the DEC function that is 3 bytes long preventing me from losing lives. However each time I try it, it crashes the hack and says I had a access violation. I tried to look up the reasons and most of them dealt with with the size of the location I'm writing to and what I'm copying from. Otherwise, I have absolutely no idea. Any help would be nice. The game is GunRoar and the base address "0x409A7E" is where the DEC function is.

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  • Why is insertion into my tree faster on sorted input than random input?

    - by Juliet
    Now I've always heard binary search trees are faster to build from randomly selected data than ordered data, simply because ordered data requires explicit rebalancing to keep the tree height at a minimum. Recently I implemented an immutable treap, a special kind of binary search tree which uses randomization to keep itself relatively balanced. In contrast to what I expected, I found I can consistently build a treap about 2x faster and generally better balanced from ordered data than unordered data -- and I have no idea why. Here's my treap implementation: http://pastebin.com/VAfSJRwZ And here's a test program: using System; using System.Collections.Generic; using System.Linq; using System.Diagnostics; namespace ConsoleApplication1 { class Program { static Random rnd = new Random(); const int ITERATION_COUNT = 20; static void Main(string[] args) { List<double> rndTimes = new List<double>(); List<double> orderedTimes = new List<double>(); rndTimes.Add(TimeIt(50, RandomInsert)); rndTimes.Add(TimeIt(100, RandomInsert)); rndTimes.Add(TimeIt(200, RandomInsert)); rndTimes.Add(TimeIt(400, RandomInsert)); rndTimes.Add(TimeIt(800, RandomInsert)); rndTimes.Add(TimeIt(1000, RandomInsert)); rndTimes.Add(TimeIt(2000, RandomInsert)); rndTimes.Add(TimeIt(4000, RandomInsert)); rndTimes.Add(TimeIt(8000, RandomInsert)); rndTimes.Add(TimeIt(16000, RandomInsert)); rndTimes.Add(TimeIt(32000, RandomInsert)); rndTimes.Add(TimeIt(64000, RandomInsert)); rndTimes.Add(TimeIt(128000, RandomInsert)); string rndTimesAsString = string.Join("\n", rndTimes.Select(x => x.ToString()).ToArray()); orderedTimes.Add(TimeIt(50, OrderedInsert)); orderedTimes.Add(TimeIt(100, OrderedInsert)); orderedTimes.Add(TimeIt(200, OrderedInsert)); orderedTimes.Add(TimeIt(400, OrderedInsert)); orderedTimes.Add(TimeIt(800, OrderedInsert)); orderedTimes.Add(TimeIt(1000, OrderedInsert)); orderedTimes.Add(TimeIt(2000, OrderedInsert)); orderedTimes.Add(TimeIt(4000, OrderedInsert)); orderedTimes.Add(TimeIt(8000, OrderedInsert)); orderedTimes.Add(TimeIt(16000, OrderedInsert)); orderedTimes.Add(TimeIt(32000, OrderedInsert)); orderedTimes.Add(TimeIt(64000, OrderedInsert)); orderedTimes.Add(TimeIt(128000, OrderedInsert)); string orderedTimesAsString = string.Join("\n", orderedTimes.Select(x => x.ToString()).ToArray()); Console.WriteLine("Done"); } static double TimeIt(int insertCount, Action<int> f) { Console.WriteLine("TimeIt({0}, {1})", insertCount, f.Method.Name); List<double> times = new List<double>(); for (int i = 0; i < ITERATION_COUNT; i++) { Stopwatch sw = Stopwatch.StartNew(); f(insertCount); sw.Stop(); times.Add(sw.Elapsed.TotalMilliseconds); } return times.Average(); } static void RandomInsert(int insertCount) { Treap<double> tree = new Treap<double>((x, y) => x.CompareTo(y)); for (int i = 0; i < insertCount; i++) { tree = tree.Insert(rnd.NextDouble()); } } static void OrderedInsert(int insertCount) { Treap<double> tree = new Treap<double>((x, y) => x.CompareTo(y)); for(int i = 0; i < insertCount; i++) { tree = tree.Insert(i + rnd.NextDouble()); } } } } And here's a chart comparing random and ordered insertion times in milliseconds: Insertions Random Ordered RandomTime / OrderedTime 50 1.031665 0.261585 3.94 100 0.544345 1.377155 0.4 200 1.268320 0.734570 1.73 400 2.765555 1.639150 1.69 800 6.089700 3.558350 1.71 1000 7.855150 4.704190 1.67 2000 17.852000 12.554065 1.42 4000 40.157340 22.474445 1.79 8000 88.375430 48.364265 1.83 16000 197.524000 109.082200 1.81 32000 459.277050 238.154405 1.93 64000 1055.508875 512.020310 2.06 128000 2481.694230 1107.980425 2.24 I don't see anything in the code which makes ordered input asymptotically faster than unordered input, so I'm at a loss to explain the difference. Why is it so much faster to build a treap from ordered input than random input?

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  • Animation issue caused by C# parameters passed by reference rather than value, but where?

    - by Jordan Roher
    I'm having trouble with sprite animation in XNA that appears to be caused by a struct passed as a reference value. But I'm not using the ref keyword anywhere. I am, admittedly, a C# noob, so there may be some shallow bonehead error in here, but I can't see it. I'm creating 10 ants or bees and animating them as they move across the screen. I have an array of animation structs, and each time I create an ant or bee, I send it the animation array value it requires (just [0] or [1] at this time). Deep inside the animation struct is a timer that is used to change frames. The ant/bee class stores the animation struct as a private variable. What I'm seeing is that each ant or bee uses the same animation struct, the one I thought I was passing in and copying by value. So during Update(), when I advance the animation timer for each ant/bee, the next ant/bee has its animation timer advanced by that small amount. If there's 1 ant on screen, it animates properly. 2 ants, it runs twice as fast, and so on. Obviously, not what I want. Here's an abridged version of the code. How is BerryPicking's ActorAnimationGroupData[] getting shared between the BerryCreatures? class BerryPicking { private ActorAnimationGroupData[] animations; private BerryCreature[] creatures; private Dictionary<string, Texture2D> creatureTextures; private const int maxCreatures = 5; public BerryPickingExample() { this.creatures = new BerryCreature[maxCreatures]; this.creatureTextures = new Dictionary<string, Texture2D>(); } public void LoadContent() { // Returns data from an XML file Reader reader = new Reader(); animations = reader.LoadAnimations(); CreateCreatures(); } // This is called from another function I'm not including because it's not relevant to the problem. // In it, I remove any creature that passes outside the viewport by setting its creatures[] spot to null. // Hence the if(creatures[i] == null) test is used to recreate "dead" creatures. Inelegant, I know. private void CreateCreatures() { for (int i = 0; i < creatures.Length; i++) { if (creatures[i] == null) { // In reality, the name selection is randomized creatures[i] = new BerryCreature("ant"); // Load content and texture (which I create elsewhere) creatures[i].LoadContent( FindAnimation(creatures[i].Name), creatureTextures[creatures[i].Name]); } } } private ActorAnimationGroupData FindAnimation(string animationName) { int yourAnimation = -1; for (int i = 0; i < animations.Length; i++) { if (animations[i].name == animationName) { yourAnimation = i; break; } } return animations[yourAnimation]; } public void Update(GameTime gameTime) { for (int i = 0; i < creatures.Length; i++) { creatures[i].Update(gameTime); } } } class Reader { public ActorAnimationGroupData[] LoadAnimations() { ActorAnimationGroupData[] animationGroup; XmlReader file = new XmlTextReader(filename); // Do loading... // Then later file.Close(); return animationGroup; } } class BerryCreature { private ActorAnimation animation; private string name; public BerryCreature(string name) { this.name = name; } public void LoadContent(ActorAnimationGroupData animationData, Texture2D sprite) { animation = new ActorAnimation(animationData); animation.LoadContent(sprite); } public void Update(GameTime gameTime) { animation.Update(gameTime); } } class ActorAnimation { private ActorAnimationGroupData animation; public ActorAnimation(ActorAnimationGroupData animation) { this.animation = animation; } public void LoadContent(Texture2D sprite) { this.sprite = sprite; } public void Update(GameTime gameTime) { animation.Update(gameTime); } } struct ActorAnimationGroupData { // There are lots of other members of this struct, but the timer is the only one I'm worried about. // TimerData is another struct private TimerData timer; public ActorAnimationGroupData() { timer = new TimerData(2); } public void Update(GameTime gameTime) { timer.Update(gameTime); } } struct TimerData { public float currentTime; public float maxTime; public TimerData(float maxTime) { this.currentTime = 0; this.maxTime = maxTime; } public void Update(GameTime gameTime) { currentTime += (float)gameTime.ElapsedGameTime.TotalSeconds; if (currentTime >= maxTime) { currentTime = maxTime; } } }

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  • Scrollbar still is painted after it should be removed

    - by Walter Williams
    I have the following custom control and can place on a form (with AutoScroll set to true and the control anchored left, top and right). If the form is too short for the control, the form correctly resizes the control (to make room for the scroll) and displays the scroll bar. When the control is closed using the close glyph, the control is resized and the scroll bar is removed, but occasionally the scroll bar appears to remain painted. If the form is minimized or moved off-screen, the leftover paint is removed. I've tried Parent.Invalidate and have toyed with it in many ways but to no avail. Any suggestions? (Using VS 2008 Standard) using System; using System.ComponentModel; using System.Drawing; using System.Drawing.Drawing2D; using System.Windows.Forms; namespace GroupPanelTest { public class GroupPanel : GroupBox { #region Members private const Int32 iHeaderHeight = 20; private Int32 iFullHeight = 200; private Boolean bClosed = false; private Rectangle rectCloseGlyphBounds = Rectangle.Empty; private Boolean bIsMoveOverCloseGlyph = false; #endregion #region Properties [DefaultValue(false)] public Boolean Closed { get { return (this.bClosed); } set { if (this.bClosed != value) { this.bClosed = value; if (this.bClosed) { this.iFullHeight = base.Height; base.Height = GroupPanel.iHeaderHeight; } else { base.Height = this.iFullHeight; } foreach (Control con in base.Controls) con.Visible = !this.bClosed; this.Invalidate(); } } } public new Int32 Height { get { return (base.Height); } set { if (value != base.Height) { if (this.Closed) { this.iFullHeight = value; } else { Int32 iOldHeight = base.Height; base.Height = value; } } } } [DefaultValue(typeof(Size), "350,200")] public new Size Size { get { return (base.Size); } set { if (base.Size != value) { base.Size = value; if (!this.Closed) this.iFullHeight = value.Height; } } } [DefaultValue(typeof(Padding), "0,7,0,0")] public new Padding Padding { get { return (base.Padding); } set { base.Padding = value; } } #endregion #region Construction public GroupPanel () { SetStyle(ControlStyles.UserPaint, true); SetStyle(ControlStyles.ResizeRedraw, true); SetStyle(ControlStyles.AllPaintingInWmPaint, true); SetStyle(ControlStyles.OptimizedDoubleBuffer, true); SetStyle(ControlStyles.Selectable, true); this.Size = new Size(350, 200); this.Padding = new Padding(0, 7, 0, 0); // the groupbox will add to that this.rectCloseGlyphBounds = new Rectangle(base.ClientSize.Width - 24, 2, 16, 16); } #endregion #region Overrides protected override void OnSizeChanged (EventArgs e) { this.rectCloseGlyphBounds = new Rectangle(base.ClientSize.Width - 24, 2, 16, 16); base.OnSizeChanged(e); } protected override void OnPaint (PaintEventArgs e) { base.OnPaint(e); // we want all the delegates to receive the events, but we do this first so we can paint over it Graphics g = e.Graphics; g.FillRectangle(SystemBrushes.Window, this.ClientRectangle); Rectangle rectTitle = new Rectangle(0, 0, this.ClientRectangle.Width, GroupPanel.iHeaderHeight); g.FillRectangle(SystemBrushes.Control, rectTitle); g.DrawString(this.Text, this.Font, SystemBrushes.ControlText, new PointF(5.0f, 3.0f)); if (this.bIsMoveOverCloseGlyph) { g.FillRectangle(SystemBrushes.ButtonHighlight, this.rectCloseGlyphBounds); Rectangle rectBorder = this.rectCloseGlyphBounds; rectBorder.Inflate(-1, -1); g.DrawRectangle(SystemPens.Highlight, rectBorder); } using (Pen pen = new Pen(SystemColors.ControlText, 1.6f)) { if (this.Closed) { g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 3, this.rectCloseGlyphBounds.Top + 3, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 8); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 13, this.rectCloseGlyphBounds.Top + 3, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 8); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 3, this.rectCloseGlyphBounds.Top + 7, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 12); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 13, this.rectCloseGlyphBounds.Top + 7, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 12); } else { g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 3, this.rectCloseGlyphBounds.Top + 8, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 3); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 13, this.rectCloseGlyphBounds.Top + 8, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 3); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 3, this.rectCloseGlyphBounds.Top + 12, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 7); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 13, this.rectCloseGlyphBounds.Top + 12, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 7); } } } protected override void OnMouseDown (MouseEventArgs e) { if (e.Button == MouseButtons.Left && this.rectCloseGlyphBounds.Contains(e.Location)) this.Closed = !this.Closed; // close will call invalidate base.OnMouseDown(e); } protected override void OnMouseMove (MouseEventArgs e) { this.bIsMoveOverCloseGlyph = this.rectCloseGlyphBounds.Contains(e.Location); this.Invalidate(this.rectCloseGlyphBounds); base.OnMouseMove(e); } #endregion } }

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  • Embedding mercurial revision information in Visual Studio c# projects automatically

    - by Mark Booth
    Original Problem In building our projects, I want the mercurial id of each repository to be embedded within the product(s) of that repository (the library, application or test application). I find it makes it so much easier to debug an application ebing run by custiomers 8 timezones away if you know precisely what went into building the particular version of the application they are using. As such, every project (application or library) in our systems implement a way of getting at the associated revision information. I also find it very useful to be able to see if an application has been compiled with clean (un-modified) changesets from the repository. 'Hg id' usefully appends a + to the changeset id when there are uncommitted changes in a repository, so this allows is to easily see if people are running a clean or a modified version of the code. My current solution is detailed below, and fulfills the basic requirements, but there are a number of problems with it. Current Solution At the moment, to each and every Visual Studio solution, I add the following "Pre-build event command line" commands: cd $(ProjectDir) HgID I also add an HgID.bat file to the Project directory: @echo off type HgId.pre > HgId.cs For /F "delims=" %%a in ('hg id') Do <nul >>HgID.cs set /p = @"%%a" echo ; >> HgId.cs echo } >> HgId.cs echo } >> HgId.cs along with an HgId.pre file, which is defined as: namespace My.Namespace { /// <summary> Auto generated Mercurial ID class. </summary> internal class HgID { /// <summary> Mercurial version ID [+ is modified] [Named branch]</summary> public const string Version = When I build my application, the pre-build event is triggered on all libraries, creating a new HgId.cs file (which is not kept under revision control) and causing the library to be re-compiled with with the new 'hg id' string in 'Version'. Problems with the current solution The main problem is that since the HgId.cs is re-created at each pre-build, every time we need to compile anything, all projects in the current solution are re-compiled. Since we want to be able to easily debug into our libraries, we usually keep many libraries referenced in our main application solution. This can result in build times which are significantly longer than I would like. Ideally I would like the libraries to compile only if the contents of the HgId.cs file has actually changed, as opposed to having been re-created with exactly the same contents. The second problem with this method is it's dependence on specific behaviour of the windows shell. I've already had to modify the batch file several times, since the original worked under XP but not Vista, the next version worked under Vista but not XP and finally I managed to make it work with both. Whether it will work with Windows 7 however is anyones guess and as time goes on, I see it more likely that contractors will expect to be able to build our apps on their Windows 7 boxen. Finally, I have an aesthetic problem with this solution, batch files and bodged together template files feel like the wrong way to do this. My actual questions How would you solve/how are you solving the problem I'm trying to solve? What better options are out there than what I'm currently doing? Rejected Solutions to these problems Before I implemented the current solution, I looked at Mercurials Keyword extension, since it seemed like the obvious solution. However the more I looked at it and read peoples opinions, the more that I came to the conclusion that it wasn't the right thing to do. I also remember the problems that keyword substitution has caused me in projects at previous companies (just the thought of ever having to use Source Safe again fills me with a feeling of dread *8'). Also, I don't particularly want to have to enable Mercurial extensions to get the build to complete. I want the solution to be self contained, so that it isn't easy for the application to be accidentally compiled without the embedded version information just because an extension isn't enabled or the right helper software hasn't been installed. I also thought of writing this in a better scripting language, one where I would only write HgId.cs file if the content had actually changed, but all of the options I could think of would require my co-workers, contractors and possibly customers to have to install software they might not otherwise want (for example cygwin). Any other options people can think of would be appreciated. Update Partial solution Having played around with it for a while, I've managed to get the HgId.bat file to only overwrite the HgId.cs file if it changes: @echo off type HgId.pre > HgId.cst For /F "delims=" %%a in ('hg id') Do <nul >>HgId.cst set /p = @"%%a" echo ; >> HgId.cst echo } >> HgId.cst echo } >> HgId.cst fc HgId.cs HgId.cst >NUL if %errorlevel%==0 goto :ok copy HgId.cst HgId.cs :ok del HgId.cst Problems with this solution Even though HgId.cs is no longer being re-created every time, Visual Studio still insists on compiling everything every time. I've tried looking for solutions and tried checking "Only build startup projects and dependencies on Run" in Tools|Options|Projects and Solutions|Build and Run but it makes no difference. The second problem also remains, and now I have no way to test if it will work with Vista, since that contractor is no longer with us. If anyone can test this batch file on a Windows 7 and/or Vista box, I would appreciate hearing how it went. Finally, my aesthetic problem with this solution, is even strnger than it was before, since the batch file is more complex and this there is now more to go wrong. If you can think of any better solution, I would love to hear about them.

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  • Super Noob C++ variable help

    - by julian
    Ok, I must preface this by stating that I know so so little about c++ and am hoping someone can just help me out... I have the below code: string GoogleMapControl::CreatePolyLine(RideItem *ride) { std::vector<RideFilePoint> intervalPoints; ostringstream oss; int cp; int intervalTime = 30; // 30 seconds int zone =ride->zoneRange(); if(zone >= 0) { cp = 300; // default cp to 300 watts } else { cp = ride->zones->getCP(zone); } foreach(RideFilePoint* rfp, ride->ride()->dataPoints()) { intervalPoints.push_back(*rfp); if((intervalPoints.back().secs - intervalPoints.front().secs) > intervalTime) { // find the avg power and color code it and create a polyline... AvgPower avgPower = for_each(intervalPoints.begin(), intervalPoints.end(), AvgPower()); // find the color QColor color = GetColor(cp,avgPower); // create the polyline CreateSubPolyLine(intervalPoints,oss,color); intervalPoints.clear(); intervalPoints.push_back(*rfp); } } return oss.str(); } void GoogleMapControl::CreateSubPolyLine(const std::vector<RideFilePoint> &points, std::ostringstream &oss, QColor color) { oss.precision(6); QString colorstr = color.name(); oss.setf(ios::fixed,ios::floatfield); oss << "var polyline = new GPolyline(["; BOOST_FOREACH(RideFilePoint rfp, points) { if (ceil(rfp.lat) != 180 && ceil(rfp.lon) != 180) { oss << "new GLatLng(" << rfp.lat << "," << rfp.lon << ")," << endl; } } oss << "],\"" << colorstr.toStdString() << "\",4);"; oss << "GEvent.addListener(polyline, 'mouseover', function() {" << endl << "var tooltip_text = 'Avg watts:" << avgPower <<" <br> Avg Speed: <br> Color: "<< colorstr.toStdString() <<"';" << endl << "var ss={'weight':8};" << endl << "this.setStrokeStyle(ss);" << endl << "this.overlay = new MapTooltip(this,tooltip_text);" << endl << "map.addOverlay(this.overlay);" << endl << "});" << endl << "GEvent.addListener(polyline, 'mouseout', function() {" << endl << "map.removeOverlay(this.overlay);" << endl << "var ss={'weight':5};" << endl << "this.setStrokeStyle(ss);" << endl << "});" << endl; oss << "map.addOverlay (polyline);" << endl; } And I'm trying to get the avgPower from this part: AvgPower avgPower = for_each(intervalPoints.begin(), intervalPoints.end(), AvgPower()); the first part to cary over to the second part: << "var tooltip_text = 'Avg watts:" << avgPower <<" <br> Avg Speed: <br> Color: "<< colorstr.toStdString() <<"';" << endl But of course I haven't the slightest clue how to do it... anyone feeling generous today? Thanks in advance

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  • Pass a Delphi class to a C++ function/method that expects a class with __thiscall methods.

    - by Alan G.
    I have some MSVC++ compiled DLL's for which I have created COM-like (lite) interfaces (abstract Delphi classes). Some of those classes have methods that need pointers to objects. These C++ methods are declared with the __thiscall calling convention (which I cannot change), which is just like __stdcall, except a this pointer is passed on the ECX register. I create the class instance in Delphi, then pass it on to the C++ method. I can set breakpoints in Delphi and see it hitting the exposed __stdcall methods in my Delphi class, but soon I get a STATUS_STACK_BUFFER_OVERRUN and the app has to exit. Is it possible to emulate/deal with __thiscall on the Delphi side of things? If I pass an object instantiated by the C++ system then all is good, and that object's methods are called (as would be expected), but this is useless - I need to pass Delphi objects. Edit 2010-04-19 18:12 This is what happens in more detail: The first method called (setLabel) exits with no error (though its a stub method). The second method called (init), enters then dies when it attempts to read the vol parameter. C++ Side #define SHAPES_EXPORT __declspec(dllexport) // just to show the value class SHAPES_EXPORT CBox { public: virtual ~CBox() {} virtual void init(double volume) = 0; virtual void grow(double amount) = 0; virtual void shrink(double amount) = 0; virtual void setID(int ID = 0) = 0; virtual void setLabel(const char* text) = 0; }; Delphi Side IBox = class public procedure destroyBox; virtual; stdcall; abstract; procedure init(vol: Double); virtual; stdcall; abstract; procedure grow(amount: Double); virtual; stdcall; abstract; procedure shrink(amount: Double); virtual; stdcall; abstract; procedure setID(val: Integer); virtual; stdcall; abstract; procedure setLabel(text: PChar); virtual; stdcall; abstract; end; TMyBox = class(IBox) protected FVolume: Double; FID: Integer; FLabel: String; // public constructor Create; destructor Destroy; override; // BEGIN Virtual Method implementation procedure destroyBox; override; stdcall; // empty - Dont need/want C++ to manage my Delphi objects, just call their methods procedure init(vol: Double); override; stdcall; // FVolume := vol; procedure grow(amount: Double); override; stdcall; // Inc(FVolume, amount); procedure shrink(amount: Double); override; stdcall; // Dec(FVolume, amount); procedure setID(val: Integer); override; stdcall; // FID := val; procedure setLabel(text: PChar); override; stdcall; // Stub method; empty. // END Virtual Method implementation property Volume: Double read FVolume; property ID: Integer read FID; property Label: String read FLabel; end; I would have half expected using stdcall alone to work, but something is messing up, not sure what, perhaps something to do with the ECX register being used? Help would be greatly appreciated. Edit 2010-04-19 17:42 Could it be that the ECX register needs to be preserved on entry and restored once the function exits? Is the this pointer required by C++? I'm probably just reaching at the moment based on some intense Google searches. I found something related, but it seems to be dealing with the reverse of this issue.

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  • libcurl - unable to download a file

    - by marmistrz
    I'm working on a program which will download lyrics from sites like AZLyrics. I'm using libcurl. It's my code lyricsDownloader.cpp #include "lyricsDownloader.h" #include <curl/curl.h> #include <cstring> #include <iostream> #define DEBUG 1 ///////////////////////////////////////////////////////////////////////////// size_t lyricsDownloader::write_data_to_var(char *ptr, size_t size, size_t nmemb, void *userdata) // this function is a static member function { ostringstream * stream = (ostringstream*) userdata; size_t count = size * nmemb; stream->write(ptr, count); return count; } string AZLyricsDownloader::toProviderCode() const { /*this creates an url*/ } CURLcode AZLyricsDownloader::download() { CURL * handle; CURLcode err; ostringstream buff; handle = curl_easy_init(); if (! handle) return static_cast<CURLcode>(-1); // set verbose if debug on curl_easy_setopt( handle, CURLOPT_VERBOSE, DEBUG ); curl_easy_setopt( handle, CURLOPT_URL, toProviderCode().c_str() ); // set the download url to the generated one curl_easy_setopt(handle, CURLOPT_WRITEDATA, &buff); curl_easy_setopt(handle, CURLOPT_WRITEFUNCTION, &AZLyricsDownloader::write_data_to_var); err = curl_easy_perform(handle); // The segfault should be somewhere here - after calling the function but before it ends cerr << "cleanup\n"; curl_easy_cleanup(handle); // copy the contents to text variable lyrics = buff.str(); return err; } main.cpp #include <QString> #include <QTextEdit> #include <iostream> #include "lyricsDownloader.h" int main(int argc, char *argv[]) { AZLyricsDownloader dl(argv[1], argv[2]); dl.perform(); QTextEdit qtexted(QString::fromStdString(dl.lyrics)); cout << qPrintable(qtexted.toPlainText()); return 0; } When running ./maelyrica Anthrax Madhouse I'm getting this logged from curl * About to connect() to azlyrics.com port 80 (#0) * Trying 174.142.163.250... * connected * Connected to azlyrics.com (174.142.163.250) port 80 (#0) > GET /lyrics/anthrax/madhouse.html HTTP/1.1 Host: azlyrics.com Accept: */* < HTTP/1.1 301 Moved Permanently < Server: nginx/1.0.12 < Date: Thu, 05 Jul 2012 16:59:21 GMT < Content-Type: text/html < Content-Length: 185 < Connection: keep-alive < Location: http://www.azlyrics.com/lyrics/anthrax/madhouse.html < Segmentation fault Strangely, the file is there. The same error is displayed when there's no such page (redirect to azlyrics.com mainpage) What am I doing wrong? Thanks in advance EDIT: I made the function for writing data static, but this changes nothing. Even wget seems to have problems $ wget http://www.azlyrics.com/lyrics/anthrax/madhouse.html --2012-07-06 10:36:05-- http://www.azlyrics.com/lyrics/anthrax/madhouse.html Resolving www.azlyrics.com... 174.142.163.250 Connecting to www.azlyrics.com|174.142.163.250|:80... connected. HTTP request sent, awaiting response... No data received. Retrying. Why does opening the page in a browser work and wget/curl not? EDIT2: After adding this: curl_easy_setopt(handle, CURLOPT_FOLLOWLOCATION, 1); The log is: * About to connect() to azlyrics.com port 80 (#0) * Trying 174.142.163.250... * connected * Connected to azlyrics.com (174.142.163.250) port 80 (#0) > GET /lyrics/anthrax/madhouse.html HTTP/1.1 Host: azlyrics.com Accept: */* < HTTP/1.1 301 Moved Permanently < Server: nginx/1.0.12 < Date: Fri, 06 Jul 2012 09:09:47 GMT < Content-Type: text/html < Content-Length: 185 < Connection: keep-alive < Location: http://www.azlyrics.com/lyrics/anthrax/madhouse.html < * Ignoring the response-body * Connection #0 to host azlyrics.com left intact * Issue another request to this URL: 'http://www.azlyrics.com/lyrics/anthrax/madhouse.html' * About to connect() to www.azlyrics.com port 80 (#1) * Trying 174.142.163.250... * connected * Connected to www.azlyrics.com (174.142.163.250) port 80 (#1) > GET /lyrics/anthrax/madhouse.html HTTP/1.1 Host: www.azlyrics.com Accept: */* < HTTP/1.1 200 OK < Server: nginx/1.0.12 < Date: Fri, 06 Jul 2012 09:09:47 GMT < Content-Type: text/html < Transfer-Encoding: chunked < Connection: keep-alive < Segmentation fault

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  • Long-running Database Query

    - by JamesMLV
    I have a long-running SQL Server 2005 query that I have been hoping to optimize. When I look at the actual execution plan, it says a Clustered Index Seek has 66% of the cost. Execuation Plan Snippit: <RelOp AvgRowSize="31" EstimateCPU="0.0113754" EstimateIO="0.0609028" EstimateRebinds="0" EstimateRewinds="0" EstimateRows="10198.5" LogicalOp="Clustered Index Seek" NodeId="16" Parallel="false" PhysicalOp="Clustered Index Seek" EstimatedTotalSubtreeCost="0.0722782"> <OutputList> <ColumnReference Database="[wf_1]" Schema="[dbo]" Table="[Indices]" Alias="[I]" Column="quoteDate" /> <ColumnReference Database="[wf_1]" Schema="[dbo]" Table="[Indices]" Alias="[I]" Column="price" /> <ColumnReference Database="[wf_1]" Schema="[dbo]" Table="[Indices]" Alias="[I]" Column="tenure" /> </OutputList> <RunTimeInformation> <RunTimeCountersPerThread Thread="0" ActualRows="1067" ActualEndOfScans="1" ActualExecutions="1" /> </RunTimeInformation> <IndexScan Ordered="true" ScanDirection="FORWARD" ForcedIndex="false" NoExpandHint="false"> <DefinedValues> <DefinedValue> <ColumnReference Database="[wf_1]" Schema="[dbo]" Table="[Indices]" Alias="[I]" Column="quoteDate" /> </DefinedValue> <DefinedValue> <ColumnReference Database="[wf_1]" Schema="[dbo]" Table="[Indices]" Alias="[I]" Column="price" /> </DefinedValue> <DefinedValue> <ColumnReference Database="[wf_1]" Schema="[dbo]" Table="[Indices]" Alias="[I]" Column="tenure" /> </DefinedValue> </DefinedValues> <Object Database="[wf_1]" Schema="[dbo]" Table="[Indices]" Index="[_dta_index_Indices_14_320720195__K5_K2_K1_3]" Alias="[I]" /> <SeekPredicates> <SeekPredicate> <Prefix ScanType="EQ"> <RangeColumns> <ColumnReference Database="[wf_1]" Schema="[dbo]" Table="[Indices]" Alias="[I]" Column="HedgeProduct" ComputedColumn="true" /> </RangeColumns> <RangeExpressions> <ScalarOperator ScalarString="(1)"> <Const ConstValue="(1)" /> </ScalarOperator> </RangeExpressions> </Prefix> <StartRange ScanType="GE"> <RangeColumns> <ColumnReference Database="[wf_1]" Schema="[dbo]" Table="[Indices]" Alias="[I]" Column="tenure" /> </RangeColumns> <RangeExpressions> <ScalarOperator ScalarString="[@StartMonth]"> <Identifier> <ColumnReference Column="@StartMonth" /> </Identifier> </ScalarOperator> </RangeExpressions> </StartRange> <EndRange ScanType="LE"> <RangeColumns> <ColumnReference Database="[wf_1]" Schema="[dbo]" Table="[Indices]" Alias="[I]" Column="tenure" /> </RangeColumns> <RangeExpressions> <ScalarOperator ScalarString="[@EndMonth]"> <Identifier> <ColumnReference Column="@EndMonth" /> </Identifier> </ScalarOperator> </RangeExpressions> </EndRange> </SeekPredicate> </SeekPredicates> </IndexScan> </RelOp> From this, does anyone see an obvious problem that would be causing this to take so long? Here is the query: (SELECT quotedate, tenure, price, ActualVolume, HedgePortfolioValue, Price AS UnhedgedPrice, ((ActualVolume*Price - HedgePortfolioValue)/ActualVolume) AS HedgedPrice FROM ( SELECT [quoteDate] ,[price] , tenure ,isnull(wf_1.[Risks].[HedgePortValueAsOfDate2](1,tenureMonth,quotedate,price),0) as HedgePortfolioValue ,[TotalOperatingGasVolume] as ActualVolume FROM [wf_1].[dbo].[Indices] I inner join ( SELECT DISTINCT tenureMonth FROM [wf_1].[Risks].[KnowRiskTrades] WHERE HedgeProduct = 1 AND portfolio <> 'Natural Gas Hedge Transactions' ) B ON I.tenure=B.tenureMonth inner join ( SELECT [Month],[TotalOperatingGasVolume] FROM [wf_1].[Risks].[ActualGasVolumes] ) C ON C.[Month]=B.tenureMonth WHERE HedgeProduct = 1 AND quoteDate>=dateadd(day, -3*365, tenureMonth) AND quoteDate<=dateadd(day,-3,tenureMonth) )A )

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  • Invalid function declaration. DevC++

    - by user69514
    Why do I get invalid function declaration when I compile the code in DevC++ in Windows, but when I compile it in CodeBlocks on Linux it works fine. #include <iostream> #include <vector> using namespace std; //structure to hold item information struct item{ string name; double price; }; //define sandwich, chips, and drink struct item sandwich{"Sandwich", 3.00}; **** error is here ***** struct item chips{"Chips", 1.50}; **** error is here ***** struct item drink{"Large Drink", 2.00}; **** error is here ***** vector<item> cart; //vector to hold the items double total = 0.0; //total const double tax = 0.0825; //tax //gets item choice from user char getChoice(){ cout << "Select an item:" << endl; cout << "S: Sandwich. $3.00" << endl; cout << "C: Chips. $1.50" << endl; cout << "D: Drink. $2.00" << endl; cout << "X: Cancel. Start over" << endl; cout << "T: Total" << endl; char choice; cin >> choice; return choice; } //displays current items in cart and total void displayCart(){ cout << "\nCart:" << endl; for(unsigned int i=0; i<cart.size(); i++){ cout << cart.at(i).name << ". $" << cart.at(i).price << endl; } cout << "Total: $" << total << endl << endl; } //adds item to the cart void addItem(struct item bought){ cart.push_back(bought); total += bought.price; displayCart(); } //displays the receipt, items, prices, subtotal, taxes, and total void displayReceipt(){ cout << "\nReceipt:" << endl; cout << "Items: " << cart.size() << endl; for(unsigned int i=0; i<cart.size(); i++){ cout << (i+1) << ". " << cart.at(i).name << ". $" << cart.at(i).price << endl; } cout << "----------------------------" << endl; cout << "Subtotal: $" << total << endl; double taxes = total*tax; cout << "Tax: $" << taxes << endl; cout << "Total: $" << (total + taxes) << endl; } int main(){ //sentinel to stop the loop bool stop = false; char choice; while (stop == false ){ choice = getChoice(); //add sandwich if( choice == 's' || choice == 'S' ){ addItem(sandwich); } //add chips else if( choice == 'c' || choice == 'C' ){ addItem(chips); } //add drink else if( choice == 'd' || choice == 'D' ){ addItem(drink); } //remove everything from cart else if( choice == 'x' || choice == 'X' ){ cart.clear(); total = 0.0; cout << "\n***** Transcation Canceled *****\n" << endl; } //calcualte total else if( choice == 't' || choice == 'T' ){ displayReceipt(); stop = true; } //or wront item picked else{ cout << choice << " is not a valid choice. Try again\n" << endl; } }//end while loop return 0; //end of program }

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  • std::vector optimisation required

    - by marcp
    I've written a routine that uses std::vector<double> rather heavily. It runs rather slowly and AQTime seems to imply that I am constructing mountains of vectors but I'm not sure why I would be. For some context, my sample run iterates 10 times. Each iteration copies 3 c arrays of ~400 points into vectors and creates 3 new same sized vectors for output. Each output point might be the result of summing up to 20 points from 2 of the input vectors, which works out to a worst case of 10*400*3*2*20 = 480,000 dereferences. Incredibly the profiler indicates that some of the std:: methods are being called 46 MILLION times. I suspect I'm doing something wrong! Some code: vector<double>gdbChannel::GetVector() { if (fHaveDoubleData & (fLength > 0)) { double * pD = getDoublePointer(); vector<double>v(pD, pD + fLength); return v; } else { throw(Exception("attempt to retrieve vector on empty line")); ; } } void gdbChannel::SaveVector(GX_HANDLE _hLine, const vector<double> & V) { if (hLine != _hLine) { GetLine(_hLine, V.size(), true); } GX_DOUBLE * pData = getDoublePointer(); memcpy(pData, &V[0], V.size()*sizeof(V[0])); ReplaceData(); } ///This routine gets called 10 times bool SpecRatio::DoWork(GX_HANDLE_PTR pLine) { if (!(hKin.GetLine(*pLine, true) && hUin.GetLine(*pLine, true) && hTHin.GetLine(*pLine, true))) { return true; } vector<double>vK = hKin.GetVector(); vector<double>vU = hUin.GetVector(); vector<double>vTh = hTHin.GetVector(); if ((vK.size() == 0) || (vU.size() == 0) || (vTh.size() == 0)) { return true; } ///TODO: confirm all vectors the same lenghth len = vK.size(); vUK.clear(); // these 3 vectors are declared as private class members vUTh.clear(); vThK.clear(); vUK.reserve(len); vUTh.reserve(len); vThK.reserve(len); // TODO: ensure everything is same fidincr, fidstart and length for (int i = 0; i < len; i++) { if (vK.at(i) < MinK) { vUK.push_back(rDUMMY); vUTh.push_back(rDUMMY); vThK.push_back(rDUMMY); } else { vUK.push_back(RatioPoint(vU, vK, i, UMin, KMin)); vUTh.push_back(RatioPoint(vU, vTh, i, UMin, ThMin)); vThK.push_back(RatioPoint(vTh, vK, i, ThMin, KMin)); } } hUKout.setFidParams(hKin); hUKout.SaveVector(*pLine, vUK); hUTHout.setFidParams(hKin); hUTHout.SaveVector(*pLine, vUTh); hTHKout.setFidParams(hKin); hTHKout.SaveVector(*pLine, vThK); return TestError(); } double SpecRatio::VValue(vector<double>V, int Index) { double result; if ((Index < 0) || (Index >= len)) { result = 0; } else { try { result = V.at(Index); if (OasisUtils::isDummy(result)) { result = 0; } } catch (out_of_range) { result = 0; } } return result; } double SpecRatio::RatioPoint(vector<double>Num, vector<double>Denom, int Index, double NumMin, double DenomMin) { double num = VValue(Num, Index); double denom = VValue(Denom, Index); int s = 0; // Search equalled 10 in this case while (((num < NumMin) || (denom < DenomMin)) && (s < Search)) { num += VValue(Num, Index - s) + VValue(Num, Index + s); denom += VValue(Denom, Index - s) + VValue(Denom, Index + s); s++; } if ((num < NumMin) || (denom < DenomMin)) { return rDUMMY; } else { return num / denom; } } The top AQTime offenders are: std::_Uninit_copy , double *, std::allocator 3.65 secs and 115731 Hits std::_Construct 1.69 secs and 46450637 Hits std::_Vector_const_iterator ::operator !=1.66 secs and 46566395 Hits and so on... std::allocator<double>::construct, operator new, std::_Vector_const_iterator<double, std::allocator<double> >::operator ++, std::_Vector_const_iterator<double, std::allocator<double> >::operator * std::_Vector_const_iterator<double, std::allocator<double> >::operator == each get called over 46 million times. I'm obviously doing something wrong to cause all these objects to be created. Can anyone see my error(s)?

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