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  • Asus X202e VivoBook, dual boot. How to get around UEFI and have Win8 & Ubuntu?

    - by Nukeface
    I've gotten my hands on an Asus Vivobook X202e. I like it, handy to use, small, etc etc. Oh, it's the i3 core version. For school I still need Windows * sigh * for the .NET development. (I know, possible in Ubuntu, this n that, but for ease atm wanting to keep it with Win8). So. How to install both on this little thing? I've found a way into the BIOS (before splash screen, mash F2. Works only after reboot, not cold boot). But the whole boot loading setup is different than from what I know, and I must've messed up something because it's been "Attempting Repairs", "Analyzing hard disk", and a bunch of other things for the past 15 minutes. (All I've done is selected "disabled" on secure boot, picky as ** Microsoft). Keeping the original Windows installation is of no concern. Found the product key already and have a clean install waiting. BTW, not trying to leech knowledge, even though first question and no answers. I'm more and more active on Stackoverflow. But, especially due to secure boot and windows 8, I'm going over to Ubuntu. Well, more and more anyway, I like my Windows based games as well ;) UPDATE Managed to do a clean install of Windows 8 Pro. After disabling Secure Boot, also had to disable fast boot, and enable Launch CSM, leaving the option which appeared (Launch PXE OpROM) disabled. Then I rebooted, with the USB Boot drive I created using the Windows 7 USB DVD Download Tool (scroll down for download link), provided by Microsoft. During the installation, I chose to install a clean version, therefor deleted the partitions containing current windows files. I left the Recovery partition (you never know...). Of course, the new Windows Installation dit not like this. Apparantly Windows cannot be installed on a GPT hard disk. Remember I hadn't changed the partition table, was still factory default! Minus a few partitions, granted. So deleted ALL partittions, did a format of the disk, created a new partition. Et voila, Windows installation started. FINALLY! WONDROUS After the installation, Windows still had background images located in C:/Users/ ME /AppData/Local/Microsoft/Themes/RoamedThemeFiles/DesktopBackground/ that I had in the previous installation. Before doing: format, delete partition, cascade partitions, create new partition of different size, format partition, install Windows. It managed to keep the images through all that. Anyone got an idea on that one? It also remembered the settings for the Windows Aero theme... UPDATED QUESTION: After all this you'd think I'd have the rest figured out. Wrong. Ubuntu 12.10, 64 bit installation can't read the partitioning of the hdd during the installation. Any ideas on how to fix this so the install for a dual-boot system can proceed? (Preferably without starting anew with Windows as well ;) )

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  • map<string, vector<string>> reassignment of vector value

    - by user2950936
    I am trying to write a program that takes lines from an input file, sorts the lines into 'signatures' for the purpose of combining all words that are anagrams of each other. I have to use a map, storing the 'signatures' as the keys and storing all words that match those signatures into a vector of strings. Afterwards I must print all words that are anagrams of each other on the same line. Here is what I have so far: #include <iostream> #include <string> #include <algorithm> #include <map> #include <fstream> using namespace std; string signature(const string&); void printMap(const map<string, vector<string>>&); int main(){ string w1,sig1; vector<string> data; map<string, vector<string>> anagrams; map<string, vector<string>>::iterator it; ifstream myfile; myfile.open("words.txt"); while(getline(myfile, w1)) { sig1=signature(w1); anagrams[sig1]=data.push_back(w1); //to my understanding this should always work, } //either by inserting a new element/key or //by pushing back the new word into the vector<string> data //variable at index sig1, being told that the assignment operator //cannot be used in this way with these data types myfile.close(); printMap(anagrams); return 0; } string signature(const string& w) { string sig; sig=sort(w.begin(), w.end()); return sig; } void printMap(const map& m) { for(string s : m) { for(int i=0;i<m->second.size();i++) cout << m->second.at(); cout << endl; } } The first explanation is working, didn't know it was that simple! However now my print function is giving me: prob2.cc: In function âvoid printMap(const std::map<std::basic_string<char>, std::vector<std::basic_string<char> > >&)â: prob2.cc:43:36: error: cannot bind âstd::basic_ostream<char>::__ostream_type {aka std::basic_ostream<char>}â lvalue to âstd::basic_ostream<char>&&â In file included from /opt/centos/devtoolset-1.1/root/usr/lib/gcc/x86_64-redhat-linux/4.7.2/../../../../include/c++/4.7.2/iostream:40:0, Tried many variations and they always complain about binding void printMap(const map<string, vector<string>> &mymap) { for(auto &c : mymap) cout << c.first << endl << c.second << endl; }

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  • Scheduled task to map a network drive runs, but doesn't map the drive

    - by bikefixxer
    I have a task set up to run whenever the computer is logged onto that deletes all network folders and maps a network drive. Here is what is in the batch file: @echo off net use * /delete /y net use b: \\Server\Share /user:DOMAIN\Username password exit When the computer is restarted or logged off and back on, the task runs fine (according to the scheduled tasks window saying when it ran last) but the mapped drive doesn't show up. I'll open the command prompt and type "net use" and it simply says "There are no entries in the list". If I then right click on the task and run it, it works and the mapped drive shows up. I've checked the log and nothing shows up. I've tried adding a timer in the batch file so it waits 10 seconds (ping 1.1.1.1 -n 1 -w 10000nul) thinking that maybe the network wasn't connected, but that didn't work. What else can I try? Thanks!

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  • Problem displaying tiles using tiled map loader with SFML

    - by user1905192
    I've been searching fruitlessly for what I did wrong for the past couple of days and I was wondering if anyone here could help me. My program loads my tile map, but then crashes with an assertion error. The program breaks at this line: spacing = atoi(tilesetElement-Attribute("spacing")); Here's my main game.cpp file. #include "stdafx.h" #include "Game.h" #include "Ball.h" #include "level.h" using namespace std; Game::Game() { gameState=NotStarted; ball.setPosition(500,500); level.LoadFromFile("meow.tmx"); } void Game::Start() { if (gameState==NotStarted) { window.create(sf::VideoMode(1024,768,320),"game"); view.reset(sf::FloatRect(0,0,1000,1000));//ball drawn at 500,500 level.SetDrawingBounds(sf::FloatRect(view.getCenter().x-view.getSize().x/2,view.getCenter().y-view.getSize().y/2,view.getSize().x, view.getSize().y)); window.setView(view); gameState=Playing; } while(gameState!=Exiting) { GameLoop(); } window.close(); } void Game::GameLoop() { sf::Event CurrentEvent; window.pollEvent(CurrentEvent); switch(gameState) { case Playing: { window.clear(sf::Color::White); window.setView(view); if (CurrentEvent.type==sf::Event::Closed) { gameState=Exiting; } if ( !ball.IsFalling() &&!ball.IsJumping() &&sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) { ball.setJState(); } ball.Update(view); level.Draw(window); ball.Draw(window); window.display(); break; } } } And here's the file where the error happens: /********************************************************************* Quinn Schwab 16/08/2010 SFML Tiled Map Loader The zlib license has been used to make this software fully compatible with SFML. See http://www.sfml-dev.org/license.php This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. *********************************************************************/ #include "level.h" #include <iostream> #include "tinyxml.h" #include <fstream> int Object::GetPropertyInt(std::string name) { int i; i = atoi(properties[name].c_str()); return i; } float Object::GetPropertyFloat(std::string name) { float f; f = strtod(properties[name].c_str(), NULL); return f; } std::string Object::GetPropertyString(std::string name) { return properties[name]; } Level::Level() { //ctor } Level::~Level() { //dtor } using namespace std; bool Level::LoadFromFile(std::string filename) { TiXmlDocument levelFile(filename.c_str()); if (!levelFile.LoadFile()) { std::cout << "Loading level \"" << filename << "\" failed." << std::endl; return false; } //Map element. This is the root element for the whole file. TiXmlElement *map; map = levelFile.FirstChildElement("map"); //Set up misc map properties. width = atoi(map->Attribute("width")); height = atoi(map->Attribute("height")); tileWidth = atoi(map->Attribute("tilewidth")); tileHeight = atoi(map->Attribute("tileheight")); //Tileset stuff TiXmlElement *tilesetElement; tilesetElement = map->FirstChildElement("tileset"); firstTileID = atoi(tilesetElement->Attribute("firstgid")); spacing = atoi(tilesetElement->Attribute("spacing")); margin = atoi(tilesetElement->Attribute("margin")); //Tileset image TiXmlElement *image; image = tilesetElement->FirstChildElement("image"); std::string imagepath = image->Attribute("source"); if (!tilesetImage.loadFromFile(imagepath))//Load the tileset image { std::cout << "Failed to load tile sheet." << std::endl; return false; } tilesetImage.createMaskFromColor(sf::Color(255, 0, 255)); tilesetTexture.loadFromImage(tilesetImage); tilesetTexture.setSmooth(false); //Columns and rows (of tileset image) int columns = tilesetTexture.getSize().x / tileWidth; int rows = tilesetTexture.getSize().y / tileHeight; std::vector <sf::Rect<int> > subRects;//container of subrects (to divide the tilesheet image up) //tiles/subrects are counted from 0, left to right, top to bottom for (int y = 0; y < rows; y++) { for (int x = 0; x < columns; x++) { sf::Rect <int> rect; rect.top = y * tileHeight; rect.height = y * tileHeight + tileHeight; rect.left = x * tileWidth; rect.width = x * tileWidth + tileWidth; subRects.push_back(rect); } } //Layers TiXmlElement *layerElement; layerElement = map->FirstChildElement("layer"); while (layerElement) { Layer layer; if (layerElement->Attribute("opacity") != NULL)//check if opacity attribute exists { float opacity = strtod(layerElement->Attribute("opacity"), NULL);//convert the (string) opacity element to float layer.opacity = 255 * opacity; } else { layer.opacity = 255;//if the attribute doesnt exist, default to full opacity } //Tiles TiXmlElement *layerDataElement; layerDataElement = layerElement->FirstChildElement("data"); if (layerDataElement == NULL) { std::cout << "Bad map. No layer information found." << std::endl; } TiXmlElement *tileElement; tileElement = layerDataElement->FirstChildElement("tile"); if (tileElement == NULL) { std::cout << "Bad map. No tile information found." << std::endl; return false; } int x = 0; int y = 0; while (tileElement) { int tileGID = atoi(tileElement->Attribute("gid")); int subRectToUse = tileGID - firstTileID;//Work out the subrect ID to 'chop up' the tilesheet image. if (subRectToUse >= 0)//we only need to (and only can) create a sprite/tile if there is one to display { sf::Sprite sprite;//sprite for the tile sprite.setTexture(tilesetTexture); sprite.setTextureRect(subRects[subRectToUse]); sprite.setPosition(x * tileWidth, y * tileHeight); sprite.setColor(sf::Color(255, 255, 255, layer.opacity));//Set opacity of the tile. //add tile to layer layer.tiles.push_back(sprite); } tileElement = tileElement->NextSiblingElement("tile"); //increment x, y x++; if (x >= width)//if x has "hit" the end (right) of the map, reset it to the start (left) { x = 0; y++; if (y >= height) { y = 0; } } } layers.push_back(layer); layerElement = layerElement->NextSiblingElement("layer"); } //Objects TiXmlElement *objectGroupElement; if (map->FirstChildElement("objectgroup") != NULL)//Check that there is atleast one object layer { objectGroupElement = map->FirstChildElement("objectgroup"); while (objectGroupElement)//loop through object layers { TiXmlElement *objectElement; objectElement = objectGroupElement->FirstChildElement("object"); while (objectElement)//loop through objects { std::string objectType; if (objectElement->Attribute("type") != NULL) { objectType = objectElement->Attribute("type"); } std::string objectName; if (objectElement->Attribute("name") != NULL) { objectName = objectElement->Attribute("name"); } int x = atoi(objectElement->Attribute("x")); int y = atoi(objectElement->Attribute("y")); int width = atoi(objectElement->Attribute("width")); int height = atoi(objectElement->Attribute("height")); Object object; object.name = objectName; object.type = objectType; sf::Rect <int> objectRect; objectRect.top = y; objectRect.left = x; objectRect.height = y + height; objectRect.width = x + width; if (objectType == "solid") { solidObjects.push_back(objectRect); } object.rect = objectRect; TiXmlElement *properties; properties = objectElement->FirstChildElement("properties"); if (properties != NULL) { TiXmlElement *prop; prop = properties->FirstChildElement("property"); if (prop != NULL) { while(prop) { std::string propertyName = prop->Attribute("name"); std::string propertyValue = prop->Attribute("value"); object.properties[propertyName] = propertyValue; prop = prop->NextSiblingElement("property"); } } } objects.push_back(object); objectElement = objectElement->NextSiblingElement("object"); } objectGroupElement = objectGroupElement->NextSiblingElement("objectgroup"); } } else { std::cout << "No object layers found..." << std::endl; } return true; } Object Level::GetObject(std::string name) { for (int i = 0; i < objects.size(); i++) { if (objects[i].name == name) { return objects[i]; } } } void Level::SetDrawingBounds(sf::Rect<float> bounds) { drawingBounds = bounds; cout<<tileHeight; //Adjust the rect so that tiles are drawn just off screen, so you don't see them disappearing. drawingBounds.top -= tileHeight; drawingBounds.left -= tileWidth; drawingBounds.width += tileWidth; drawingBounds.height += tileHeight; } void Level::Draw(sf::RenderWindow &window) { for (int layer = 0; layer < layers.size(); layer++) { for (int tile = 0; tile < layers[layer].tiles.size(); tile++) { if (drawingBounds.contains(layers[layer].tiles[tile].getPosition().x, layers[layer].tiles[tile].getPosition().y)) { window.draw(layers[layer].tiles[tile]); } } } } I really hope that one of you can help me and I'm sorry if I've made any formatting issues. Thanks!

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  • MKMapKit custom annotations being added to map, but are not visible on the map

    - by culov
    I learned a lot from the screencast at http://icodeblog.com/2009/12/21/introduction-to-mapkit-in-iphone-os-3-0/ , and ive been trying to incorporate the way he creates a custom annotation into my iphone app. He is hardcoding annotations and adding them individually to the map, whereas i want to add them from my data source. So i have an array of objects with a lat and a lng (ive checked that the values are within range and ought to be appearing on the map) that i iterate through and do [mapView addAnnotation:truck] once this process is completed, i check the number of annotations on the map with [[mapView annotations] count] and its equal to the number it ought to be, so all the annotations are getting added onto the mapView, but for some reason I cant see any annotations in the simulator. I've compared my code with his in all the pertinent places many times, but nothing seems to stand out as being incorrect. Ive also reviewed my code for the last several hours trying to find a point where I do something wrong, but nothing is coming to mind. The images are named just as they are assigned in the custom AnnotationView, the loadAnnotation function is done properly, etc... i dont know what it could be. so i suppose if i could have the answer to one question it would be, what are possible causes for a mapView to contain several annotations, but to not show any on the map? Thanks

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  • MapKit custom annotations being added to map, but are not visible on the map

    - by culov
    I learned a lot from the screencast at http://icodeblog.com/2009/12/21/introduction-to-mapkit-in-iphone-os-3-0/ , and ive been trying to incorporate the way he creates a custom annotation into my iphone app. He is hardcoding annotations and adding them individually to the map, whereas i want to add them from my data source. So i have an array of objects with a lat and a lng (ive checked that the values are within range and ought to be appearing on the map) that i iterate through and do [mapView addAnnotation:truck] once this process is completed, i check the number of annotations on the map with [[mapView annotations] count] and its equal to the number it ought to be, so all the annotations are getting added onto the mapView, but for some reason I cant see any annotations in the simulator. I've compared my code with his in all the pertinent places many times, but nothing seems to stand out as being incorrect. Ive also reviewed my code for the last several hours trying to find a point where I do something wrong, but nothing is coming to mind. The images are named just as they are assigned in the custom AnnotationView, the loadAnnotation function is done properly, etc... i dont know what it could be. so i suppose if i could have the answer to one question it would be, what are possible causes for a mapView to contain several annotations, but to not show any on the map? Thanks

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  • Hide collision layer in libgdx with TiledMap?

    - by Daniel Jonsson
    I'm making a 2D game with libgdx, and I'm using its TileMapRenderer to render my map which I have made in the map editor Tiled. In Tiled I have a dedicated collision layer. However, I can't figure out how I'm supposed to hide it and its tiles in the game. This is how a map is loaded: TiledMap map = TiledLoader.createMap(Gdx.files.internal("maps/map.tmx")); TileAtlas atlas = new TileAtlas(map, Gdx.files.internal("maps")); tileMapRenderer = new TileMapRenderer(map, atlas, 32, 32); Currently the collision tiles are rendered on top of everything else, as I see them in the map editor.

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  • Show certain InfoWindow in Google Map API V3

    - by pash
    Hello. I wrote the following code to display markers. There are 2 buttons which show Next or Previous Infowindow for markers. But problem is that InfoWindows are not shown using google.maps.event.trigger Can someone help me with this problem. Thank you. Here is code: <html> <head> <meta name="viewport" content="initial-scale=1.0, user-scalable=no" /> <meta http-equiv="content-type" content="text/html; charset=UTF-8"/> <title>Google Maps JavaScript API v3 Example: Common Loader</title> <script type="text/javascript" src="http://maps.google.com/maps/api/js?sensor=false"></script> <script type="text/javascript"> var infowindow; var map; var bounds; var markers = []; var markerIndex=0; function initialize() { var myLatlng = new google.maps.LatLng(41.051407, 28.991134); var myOptions = { zoom: 5, center: myLatlng, mapTypeId: google.maps.MapTypeId.ROADMAP } map = new google.maps.Map(document.getElementById("map_canvas"), myOptions); markers = document.getElementsByTagName("marker"); for (var i = 0; i < markers.length; i++) { var latlng = new google.maps.LatLng(parseFloat(markers[i].getAttribute("lat")), parseFloat(markers[i].getAttribute("lng"))); var marker = createMarker(markers[i].getAttribute("name"), latlng, markers[i].getAttribute("phone"), markers[i].getAttribute("distance")); } rebound(map); } function createMarker(name, latlng, phone, distance) { var marker = new google.maps.Marker({position: latlng, map: map}); var myHtml = "<table style='width:100%;'><tr><td><b>" + name + "</b></td></tr><tr><td>" + phone + "</td></tr><tr><td align='right'>" + distance + "</td></tr></table>"; google.maps.event.addListener(marker, "click", function() { if (infowindow) infowindow.close(); infowindow = new google.maps.InfoWindow({content: myHtml}); infowindow.open(map, marker); }); return marker; } function rebound(mymap){ bounds = new google.maps.LatLngBounds(); for (var i = 0; i < markers.length; i++) { bounds.extend(new google.maps.LatLng(parseFloat(markers[i].getAttribute("lat")),parseFloat(markers[i].getAttribute("lng")))); } mymap.fitBounds(bounds); } function showNextInfo() { if(markerIndex<markers.length-1) markerIndex++; else markerIndex = 0 ; alert(markers[markerIndex].getAttribute('name')); google.maps.event.trigger(markers[markerIndex],"click"); } function showPrevInfo() { if(markerIndex>0) markerIndex--; else markerIndex = markers.length-1 ; google.maps.event.trigger(markers[markerIndex],'click'); } </script> </head> <body onload="initialize()"> <div id="map_canvas" style="width:400px; height:300px"></div> <markers> <marker name='Name1' lat='41.051407' lng='28.991134' phone='+902121234561' distance=''/> <marker name='Name2' lat='40.858746' lng='29.121666' phone='+902121234562' distance=''/> <marker name='Name3' lat='41.014604' lng='28.972256' phone='+902121234562' distance=''/> <marker name='Name4' lat='41.012386' lng='26.978350' phone='+902121234562' distance=''/> </markers> <input type="button" onclick="showPrevInfo()" value="prev">&nbsp;<input type="button" onclick="showNextInfo()" value="next"> </body> </html>

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  • Free Offline Map Provider (and not OpenStreetMap)

    - by Radian
    I am making for my Graduation Project a low price Navigation device, using Android as Operating System I tried the Native Google's Map-view Control, but it works only Online .. and of-course I want to store maps for offline navigation So.. I want a map provider (like OpenStreetMap) that : I can use offline Contain Searchable Street names (not only a rendered image) for commercial use Free or at low price The problem with OpenStreetMap that it doesn't provide detailed map for most cities in Egypt.

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  • Efficient Map Overlays in on Android Google Map...

    - by Ahsan
    Hi Friends, I want to do the following and am kind of stuck on these for a few days.... 1) I have used helloItemizedOverlay to add about 150 markers and it gets very very slow.....any idea what to do ? I was thinking about threads....(handler) ... 2) I was trying to draw poly lines ( I have encoded polylines, but have managed to decoded those) that move when I move the map.....(the only solution that I found was for Geopoints to be transformed into screen co-ordinates...which wont move if I move the map !) 3) I was looking for some sort of a timer function that executes a given function, say, every 1 minute or so.... 4) I was also looking for ways to clear the Google map from all the markers/lines etc.... Thanks a lot... :) - ahsan

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  • apply a css style of a area on a image map

    - by aron
    Hello, Is there anyway to apply a css style of a area on a image map? Like here I have .notAvail I tried this and it did not work. <map name="SMap" id="SMap"> <area target="bottomFrame" class="notAvail" coords="104,58,120,72" title="Grand Ball Room: 1: C" alt="Grand Ball Room: 1: C" shape="rect"> </map>

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  • Bash: Correct way to Iterate over Map

    - by Lars Tackmann
    In Bash I can create a map (hashtable) with this common construction hput() { eval "$1""$2"='$3' } hget() { eval echo '${'"$1$2"'#hash}' } and then use it like this: hput capitols France Paris hput capitols Spain Madrid echo "$(hget capitols France)" But how do I best iterate over the entries in the map ?. For instance, in Java I would do: for (Map.Entry<String, String> entry : capitols.entrySet()) { System.out.println("Country " + entry.getKey() + " capital " + entry.getValue()); } is there a common way of accomplishing something similar in Bash ?.

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  • How to concat two c++ map

    - by Niklas
    Hello, Anybody knows how to concat these two map: map1: map map2: map I just want to add map2 to map1 and keep all elements already in map1 i.e. add map2 at the end of map1. I'v tried map1.insert(map2.begin(), map2.end()) but it does not work since it overwrites old elements in map1. thx, /Niklas

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  • Free Offline Map Provider (and not OpenStreetMaps)

    - by Radian
    I am making for my Graduation Project a low price Navigation device, using Android as Operating System I tried the Native Google's Map-view Control, but it works only Online .. and of-course I want to store maps for offline navigation So.. I want a map provider (like OpenStreetMaps) that : I can use offline Contain Searchable Street names (not only a rendered image) for commercial use Free or at low price The problem with OpenStreetMaps that it doesn't provide detailed map for most cities in Egypt.

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  • STL map--> sort by value?

    - by Charlie Epps
    Hi I wonder how can I implement the STL map sorting by value. For example, I have a map m map<int, int>; m[1] = 10; m[2] = 5; m[4] = 6; m[6] = 1; and then.. I'd like to sort that with the m's value. So, if I print the map, I'd like to get the result like m[6] = 1 m[2] = 5 m[4] = 6 m[1] = 10 this. How can I sort like this way? Is there any way that I can deal with the key and value with sorted values?

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  • Java fixed memory map

    - by juber
    Hi, Is there a simple, efficient Map implementation that allows a limit on the memory to be used by the map. My use case is that I want to allocate dynamically most of the memory available at the time of its creation but I don't want OutOFMemoryError at any time in future. Basically, I want to use this map as a cache, but but I wanna avoid heavy cache implementations like EHCache. My need is simple (at most an LRU algorithm)

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  • Best way to code this, string to map conversion in Groovy

    - by Daxon
    I have a string like def data = "session=234567893egshdjchasd&userId=12345673456&timeOut=1800000" I want to convert it to a map ["session", 234567893egshdjchasd] ["userId", 12345673456] ["timeout", 1800000] This is the current way I am doing it, def map = [:] data.splitEachLine("&"){ it.each{ x -> def object = x.split("=") map.put(object[0], object[1]) } } It works, but is there a more efficient way?

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  • Custom Memory Allocator for STL map

    - by Prasoon Tiwari
    This question is about construction of instances of custom allocator during insertion into a std::map. Here is a custom allocator for std::map<int,int> along with a small program that uses it: #include <stddef.h> #include <stdio.h> #include <map> #include <typeinfo> class MyPool { public: void * GetNext() { return malloc(24); } void Free(void *ptr) { free(ptr); } }; template<typename T> class MyPoolAlloc { public: static MyPool *pMyPool; typedef size_t size_type; typedef ptrdiff_t difference_type; typedef T* pointer; typedef const T* const_pointer; typedef T& reference; typedef const T& const_reference; typedef T value_type; template<typename X> struct rebind { typedef MyPoolAlloc<X> other; }; MyPoolAlloc() throw() { printf("-------Alloc--CONSTRUCTOR--------%08x %32s\n", this, typeid(T).name()); } MyPoolAlloc(const MyPoolAlloc&) throw() { printf(" Copy Constructor ---------------%08x %32s\n", this, typeid(T).name()); } template<typename X> MyPoolAlloc(const MyPoolAlloc<X>&) throw() { printf(" Construct T Alloc from X Alloc--%08x %32s %32s\n", this, typeid(T).name(), typeid(X).name()); } ~MyPoolAlloc() throw() { printf(" Destructor ---------------------%08x %32s\n", this, typeid(T).name()); }; pointer address(reference __x) const { return &__x; } const_pointer address(const_reference __x) const { return &__x; } pointer allocate(size_type __n, const void * hint = 0) { if (__n != 1) perror("MyPoolAlloc::allocate: __n is not 1.\n"); if (NULL == pMyPool) { pMyPool = new MyPool(); printf("======>Creating a new pool object.\n"); } return reinterpret_cast<T*>(pMyPool->GetNext()); } //__p is not permitted to be a null pointer void deallocate(pointer __p, size_type __n) { pMyPool->Free(reinterpret_cast<void *>(__p)); } size_type max_size() const throw() { return size_t(-1) / sizeof(T); } void construct(pointer __p, const T& __val) { printf("+++++++ %08x %s.\n", __p, typeid(T).name()); ::new(__p) T(__val); } void destroy(pointer __p) { printf("-+-+-+- %08x.\n", __p); __p->~T(); } }; template<typename T> inline bool operator==(const MyPoolAlloc<T>&, const MyPoolAlloc<T>&) { return true; } template<typename T> inline bool operator!=(const MyPoolAlloc<T>&, const MyPoolAlloc<T>&) { return false; } template<typename T> MyPool* MyPoolAlloc<T>::pMyPool = NULL; int main(int argc, char *argv[]) { std::map<int, int, std::less<int>, MyPoolAlloc<std::pair<const int,int> > > m; //random insertions in the map m.insert(std::pair<int,int>(1,2)); m[5] = 7; m[8] = 11; printf("======>End of map insertions.\n"); return 0; } Here is the output of this program: -------Alloc--CONSTRUCTOR--------bffcdaa6 St4pairIKiiE Construct T Alloc from X Alloc--bffcda77 St13_Rb_tree_nodeISt4pairIKiiEE St4pairIKiiE Copy Constructor ---------------bffcdad8 St13_Rb_tree_nodeISt4pairIKiiEE Destructor ---------------------bffcda77 St13_Rb_tree_nodeISt4pairIKiiEE Destructor ---------------------bffcdaa6 St4pairIKiiE ======Creating a new pool object. Construct T Alloc from X Alloc--bffcd9df St4pairIKiiE St13_Rb_tree_nodeISt4pairIKiiEE +++++++ 0985d028 St4pairIKiiE. Destructor ---------------------bffcd9df St4pairIKiiE Construct T Alloc from X Alloc--bffcd95f St4pairIKiiE St13_Rb_tree_nodeISt4pairIKiiEE +++++++ 0985d048 St4pairIKiiE. Destructor ---------------------bffcd95f St4pairIKiiE Construct T Alloc from X Alloc--bffcd95f St4pairIKiiE St13_Rb_tree_nodeISt4pairIKiiEE +++++++ 0985d068 St4pairIKiiE. Destructor ---------------------bffcd95f St4pairIKiiE ======End of map insertions. Construct T Alloc from X Alloc--bffcda23 St4pairIKiiE St13_Rb_tree_nodeISt4pairIKiiEE -+-+-+- 0985d068. Destructor ---------------------bffcda23 St4pairIKiiE Construct T Alloc from X Alloc--bffcda43 St4pairIKiiE St13_Rb_tree_nodeISt4pairIKiiEE -+-+-+- 0985d048. Destructor ---------------------bffcda43 St4pairIKiiE Construct T Alloc from X Alloc--bffcda43 St4pairIKiiE St13_Rb_tree_nodeISt4pairIKiiEE -+-+-+- 0985d028. Destructor ---------------------bffcda43 St4pairIKiiE Destructor ---------------------bffcdad8 St13_Rb_tree_nodeISt4pairIKiiEE Last two columns of the output show that an allocator for std::pair<const int, int> is constructed everytime there is a insertion into the map. Why is this necessary? Is there a way to suppress this? Thanks! Edit: This code tested on x86 machine with g++ version 4.1.2. If you wish to run it on a 64-bit machine, you'll have to change at least the line return malloc(24). Changing to return malloc(48) should work.

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  • Loop through a Map with JSTL

    - by Dean
    I'm looking to have JSTL loop through a Map and output the value of the key and it's value. For example I have a Map which can have any number of entries, i'd like to loop through this map using JSTL and output both the key and it's value. I know how to access the value using the key, ${myMap['keystring']}, but how do I access the key?

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  • Highlight polygon and tint rest of map using Google Maps

    - by Haes
    Hi, I'd like to display a highlighted polygon using Google Maps. The idea is that the polygon in question would be displayed normally and the rest of the map should be darkened a little bit. Here's an example image what I would like to accomplish with a polygon from Austria: Unfortunately, I'm a complete rookie when it comes to Google Maps API's and map stuff in general. So, is this even possible do this with Google Map API's? If yes, with what version (v2, v3)? Would it be easier to do it with other map toolkits, like openlayers? PS: One idea I had, was to build an inverse polygon (in this example, the whole world minus the shape of austria) and then display a black colored overlay with transparency using this inverted polygon. But that seems to be quite complicated to me.

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  • c++ std::map question about iterator order

    - by jbu
    Hi all, I am a C++ newbie trying to use a map so I can get constant time lookups for the find() method. The problem is that when I use an iterator to go over the elements in the map, elements do not appear in the same order that they were placed in the map. Without maintaining another data structure, is there a way to achieve in order iteration while still retaining the constant time lookup ability? Please let me know. Thanks, jbu edit: thanks for letting me know map::find() isn't constant time.

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  • C++ STL map.find() not finding my stuff

    - by Joe
    Hello, I have constructed a map and loaded it with data. If I iterate over all the elements I see they are all valid. However, the find method doesn't find my item. I'm sure it's something stupid I am doing. Here is snippet: // definitions // I am inserting a person class and using the firstname as the key typedef std::map<char*,Person *> mapType; mapType _myMap; mapType::iterator _mapIter; ... Person *pers = new Person(FirstName, LastName, Address, Phone); _myMap.insert(make_pair(pers->firstName, pers); ... ...later.... _mapIter = _myMap.find(firstName); // returns map.end _mapIter = _myMap.find("joe"); // returns map.end and I have no idea why :(

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