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  • Specify a base classes template parameters while instantiating a derived class?

    - by DaClown
    Hi, I have no idea if the title makes any sense but I can't find the right words to descibe my "problem" in one line. Anyway, here is my problem. There is an interface for a search: template <typename InputType, typename ResultType> class Search { public: virtual void search (InputType) = 0; virtual void getResult(ResultType&) = 0; }; and several derived classes like: template <typename InputType, typename ResultType> class XMLSearch : public Search<InputType, ResultType> { public: void search (InputType) { ... }; void getResult(ResultType&) { ... }; }; The derived classes shall be used in the source code later on. I would like to hold a simple pointer to a Search without specifying the template parameters, then assign a new XMLSearch and thereby define the template parameters of Search and XMLSearch Search *s = new XMLSearch<int, int>(); I found a way that works syntactically like what I'm trying to do, but it seems a bit odd to really use it: template <typename T> class Derived; class Base { public: template <typename T> bool GetValue(T &value) { Derived<T> *castedThis=dynamic_cast<Derived<T>* >(this); if(castedThis) return castedThis->GetValue(value); return false; } virtual void Dummy() {} }; template <typename T> class Derived : public Base { public: Derived<T>() { mValue=17; } bool GetValue(T &value) { value=mValue; return true; } T mValue; }; int main(int argc, char* argv[]) { Base *v=new Derived<int>; int i=0; if(!v->GetValue(i)) std::cout<<"Wrong type int."<<std::endl; float f=0.0; if(!v->GetValue(f)) std::cout<<"Wrong type float."<<std::endl; std::cout<<i<<std::endl<<f; char c; std::cin>>c; return 0; } Is there a better way to accomplish this?

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  • Help with simple frame, and graphics in Java

    - by Crystal
    For hw, I'm trying to create a "CustomButton" that has a frame and in that frame, I draw two triangles, and a square over it. It's supposed to give the user the effect of a button press once it is depressed. So for starters, I am trying to set up the beginning graphics, drawing two triangles, and a square. The problem I have is although I set my frame to 200, 200, and the triangles I have drawn I think to the correct ends of my frame size, when I run the program, I have to extend my window to make the whole artwork, my "CustomButton," viewable. Is that normal? Thanks. Code: import java.awt.*; import java.awt.event.*; import javax.swing.*; public class CustomButton { public static void main(String[] args) { EventQueue.invokeLater(new Runnable() { public void run() { CustomButtonFrame frame = new CustomButtonFrame(); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setVisible(true); } }); } } class CustomButtonFrame extends JFrame { // constructor for CustomButtonFrame public CustomButtonFrame() { setTitle("Custom Button"); setSize(DEFAULT_WIDTH, DEFAULT_HEIGHT); CustomButtonSetup buttonSetup = new CustomButtonSetup(); this.add(buttonSetup); } private static final int DEFAULT_WIDTH = 200; private static final int DEFAULT_HEIGHT = 200; } class CustomButtonSetup extends JComponent { public void paintComponent(Graphics g) { Graphics2D g2 = (Graphics2D) g; // first triangle coords int x[] = new int[TRIANGLE_SIDES]; int y[] = new int[TRIANGLE_SIDES]; x[0] = 0; y[0] = 0; x[1] = 200; y[1] = 0; x[2] = 0; y[2] = 200; Polygon firstTriangle = new Polygon(x, y, TRIANGLE_SIDES); // second triangle coords x[0] = 0; y[0] = 200; x[1] = 200; y[1] = 200; x[2] = 200; y[2] = 0; Polygon secondTriangle = new Polygon(x, y, TRIANGLE_SIDES); g2.drawPolygon(firstTriangle); g2.setColor(Color.WHITE); g2.fillPolygon(firstTriangle); g2.drawPolygon(secondTriangle); g2.setColor(Color.GRAY); g2.fillPolygon(secondTriangle); // draw rectangle 10 pixels off border g2.drawRect(10, 10, 180, 180); } public static final int TRIANGLE_SIDES = 3; }

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  • add space to every word's end in a string in C

    - by hlx98007
    Here I have a string: *line = "123 567 890 "; with 2 spaces at the end. I wish to add those 2 spaces to 3's end and 7's end to make it like this: "123 567 890" I was trying to achieve the following steps: parse the string into words by words list (array of strings). From upstream function I will get values of variables word_count, *line and remain. concatenate them with a space at the end. add space distributively, with left to right priority, so when a fair division cannot be done, the second to last word's end will have (no. of spaces) spaces, the previous ones will get (spaces + 1) spaces. concatenate everything together to make it a new *line. Here is a part of my faulty code: int add_space(char *line, int remain, int word_count) { if (remain == 0.0) return 0; // Don't need to operate. int ret; char arr[word_count][line_width]; memset(arr, 0, word_count * line_width * sizeof(char)); char *blank = calloc(line_width, sizeof(char)); if (blank == NULL) { fprintf(stderr, "calloc for arr error!\n"); return -1; } for (int i = 0; i < word_count; i++) { ret = sscanf(line, "%s", arr[i]); // gdb shows somehow it won't read in. if (ret != 1) { fprintf(stderr, "Error occured!\n"); return -1; } arr[i] = strcat(arr[i], " "); // won't compile. } size_t spaces = remain / (word_count * 1.0); memset(blank, ' ', spaces + 1); for (int i = 0; i < word_count - 1; i++) { arr[0] = strcat(arr[i], blank); // won't compile. } memset(blank, ' ', spaces); arr[word_count-1] = strcat(arr[word_count-1], blank); for (int i = 1; i < word_count; i++) { arr[0] = strcat(arr[0], arr[i]); } free(blank); return 0; } It is not working, could you help me find the parts that do not work and fix them please? Thank you guys.

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  • Return the Largest Span in a given Array -Core Java and Arrays Question

    - by Deepak
    Hi Stack People, Merry Christmas and hope you are in great Spirits,I have a Question in Java-Arrays as shown below.Im stuck up with this struggling to get it rite. Consider the leftmost and righmost appearances of some value in an array. We'll say that the "span" is the number of elements between the two inclusive. A single value has a span of 1. Write a **Java Function** that returns the largest span found in the given array. **Example: maxSpan({1, 2, 1, 1, 3}) ? 4,answer is 4 coz MaxSpan between 1 to 1 is 4 maxSpan({1, 4, 2, 1, 4, 1, 4}) ? 6,answer is 6 coz MaxSpan between 4 to 4 is 6 maxSpan({1, 4, 2, 1, 4, 4, 4}) ? 6,answer is 6 coz Maxspan between 4 to 4 is 6 which is greater than MaxSpan between 1 and 1 which is 4,Hence 64 answer is 6. I have the code which is not working,it includes all the Spans for a given element,im unable to find the MaxSpan for a given element. Please help me out. Results of the above Program are as shown below Expected This Run maxSpan({1, 2, 1, 1, 3}) ? 4 5 X maxSpan({1, 4, 2, 1, 4, 1, 4}) ? 6 8 X maxSpan({1, 4, 2, 1, 4, 4, 4}) ? 6 9 X maxSpan({3, 3, 3}) ? 3 5 X maxSpan({3, 9, 3}) ? 3 3 OK maxSpan({3, 9, 9}) ? 2 3 X maxSpan({3, 9}) ? 1 1 OK maxSpan({3, 3}) ? 2 3 X maxSpan({}) ? 0 1 X maxSpan({1}) ? 1 1 OK ::Code:: public int maxSpan(int[] nums) { int count=1;//keep an intial count of maxspan=1 int maxspan=0;//initialize maxspan=0 for(int i=0;i<nums.length;i++){ for(int j=i+1;j<nums.length;j++){ if(nums[i] == nums[j]){ //check to see if "i" index contents == "j" index contents count++; //increment count maxspan=count; //make maxspan as your final count int number = nums[i]; //number=actual number for maxspan } } } return maxspan+1; //return maxspan }

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  • Converting a C++ Checksum function to Java

    - by user1897599
    I'm trying to convert this C++ checksum to Java but for the time being I've failed. What am I doing wrong? What is it supposed to do? It is supposed to return a positive checksum for a buffer in OpenGL Here's the C part. DWORD QuickChecksum(DWORD *data, int size){ if(!data) { return 0x0; } DWORD sum; DWORD tmp; sum = *data; for(int i = 1; i < (size/4); i++) { tmp = data[i]; tmp = (DWORD)(sum >> 29) + tmp; tmp = (DWORD)(sum >> 17) + tmp; sum = (DWORD)(sum << 3) ^ tmp; } return sum; } And here is what I have tried in Java. As far As I know DWORD is 32bit so I use int in a long to get a unsigned int which should be done in java with ? I've been looking at this problem so much now that I've grown blind to it. public static long getChecksum(byte[] data, int size) { long sum, tmp; sum = getInt(new byte[]{data[0], data[1], data[2], data[3]},true) & 0xFF; for(int I = 4; I < data.length; I += 4) { tmp = getInt(new byte[]{data[I],data[I+1],data[I+2],data[I+3]},true) & 0xFF; tmp = (sum >>> 29) + tmp; tmp = (sum >>> 17) + tmp; sum = (sum << 3) ^ tmp; } return sum & 0xFF; } private static int getInt(byte[] bytes, boolean big) { ByteBuffer bb = ByteBuffer.wrap(bytes); return bb.getInt(); } Thank you all for your help!

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  • C problem, left of '->' must point to class/struct/union/generic type ??

    - by Patrick
    Hello! Trying to understand why this doesn't work. I keep getting the following errors: left of '-nextNode' must point to class/struct/union/generic type (Also all the lines with a - in the function new_math_struct) Header file #ifndef MSTRUCT_H #define MSTRUCT_H #define PLUS 0 #define MINUS 1 #define DIVIDE 2 #define MULTIPLY 3 #define NUMBER 4 typedef struct math_struct { int type_of_value; int value; int sum; int is_used; struct math_struct* nextNode; } ; typedef struct math_struct* math_struct_ptr; #endif C file int get_input(math_struct_ptr* startNode) { /* character, input by the user */ char input_ch; char* input_ptr; math_struct_ptr* ptr; math_struct_ptr* previousNode; input_ptr = &input_ch; previousNode = startNode; /* as long as input is not ok */ while (1) { input_ch = get_input_character(); if (input_ch == ',') // Carrage return return 1; else if (input_ch == '.') // Illegal character return 0; if (input_ch == '+') ptr = new_math_struct(PLUS, 0); else if (input_ch == '-') ptr = new_math_struct(MINUS, 0); else if (input_ch == '/') ptr = new_math_struct(DIVIDE, 0); else if (input_ch == '*') ptr = new_math_struct(MULTIPLY, 0); else ptr = new_math_struct(NUMBER, atoi(input_ptr)); if (startNode == NULL) { startNode = previousNode = ptr; } else { previousNode->nextNode = ptr; previousNode = ptr; } } return 0; } math_struct_ptr* new_math_struct(int symbol, int value) { math_struct_ptr* ptr; ptr = (math_struct_ptr*)malloc(sizeof(math_struct_ptr)); ptr->type_of_value = symbol; ptr->value = value; ptr->sum = 0; ptr->is_used = 0; return ptr; } char get_input_character() { /* character, input by the user */ char input_ch; /* get the character */ scanf("%c", &input_ch); if (input_ch == '+' || input_ch == '-' || input_ch == '*' || input_ch == '/' || input_ch == ')') return input_ch; // A special character else if (input_ch == '\n') return ','; // A carrage return else if (input_ch < '0' || input_ch > '9') return '.'; // Not a number else return input_ch; // Number } The header for the C file just contains a reference to the struct header and the definitions of the functions. Language C.

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  • Pass Variables In Inheritance (Obj - C)

    - by Marmik Shah
    I working on a project in Obj-C where i have a base class (ViewController) and a Derived Class (MultiPlayer). Now i have declared certain variables and properties in the base class. My properties are getting accessed from the derived class but im not able to access the variables (int,char and bool type). I'm completely new to Obj-C so i have no clue whats wrong. I have used the data types which are used in C and C++. Is there some specific way to declare variables in Obj-C?? If so, How? Here are my files ViewController.h #import <UIKit/UIKit.h> @interface ViewController : UIViewController @property (weak,nonatomic) IBOutlet UIImageView* backGroungImage; @property (strong,nonatomic) IBOutlet UIImageView *blockView1; @property (strong,nonatomic) IBOutlet UIImageView *blockView2; @property (strong,nonatomic) IBOutlet UIImageView *blockView3; @property (strong,nonatomic) IBOutlet UIImageView *blockView4; @property (strong,nonatomic) IBOutlet UIImageView *blockView5; @property (strong,nonatomic) IBOutlet UIImageView *blockView6; @property (strong,nonatomic) IBOutlet UIImageView *blockView7; @property (strong,nonatomic) IBOutlet UIImageView *blockView8; @property (strong,nonatomic) IBOutlet UIImageView *blockView9; @property (strong,nonatomic) UIImage *x; @property (strong,nonatomic) UIImage *O; @property (strong,nonatomic) IBOutlet UIImageView* back1; @property (strong,nonatomic) IBOutlet UIImageView* back2; @end ViewController.m #import "ViewController.h" @interface ViewController () @end @implementation ViewController int chooseTheBackground = 0; int movesToDecideXorO = 0; int winningArrayX[3]; int winningArrayO[3]; int blocksTotal[9] = {8,3,4,1,5,9,6,7,2}; int checkIfContentInBlocks[9] = {0,0,0,0,0,0,0,0,0}; char determineContentInBlocks[9] = {' ',' ',' ',' ',' ',' ',' ',' ',' '}; bool player1Win = false; bool player2Win = false; bool playerWin = false; bool computerWin = false; - (void)viewDidLoad { [super viewDidLoad]; if(chooseTheBackground==0) { UIImage* backImage = [UIImage imageNamed:@"MainBack1.png"]; _backGroungImage.image=backImage; } if(chooseTheBackground==1) { UIImage* backImage = [UIImage imageNamed:@"MainBack2.png"]; _backGroungImage.image=backImage; } } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; // Dispose of any resources that can be recreated. } @end I am not able to use the above declared variables in my derived classes!

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  • ThreadQueue problems in "Accelerated C# 2008"

    - by Singlet
    Example for threading queue book "Accelerated C# 2008" (CrudeThreadPool class) not work correctly. If I insert long job in WorkFunction() on 2-processor machine executing for next task don't run before first is over. How to solve this problem? I want to load the processor to 100 percent public class CrudeThreadPool { static readonly int MAX_WORK_THREADS = 4; static readonly int WAIT_TIMEOUT = 2000; public delegate void WorkDelegate(); public CrudeThreadPool() { stop = 0; workLock = new Object(); workQueue = new Queue(); threads = new Thread[ MAX_WORK_THREADS ]; for( int i = 0; i < MAX_WORK_THREADS; ++i ) { threads[i] = new Thread( new ThreadStart(this.ThreadFunc) ); threads[i].Start(); } } private void ThreadFunc() { lock( workLock ) { int shouldStop = 0; do { shouldStop = Interlocked.Exchange( ref stop, stop ); if( shouldStop == 0 ) { WorkDelegate workItem = null; if( Monitor.Wait(workLock, WAIT_TIMEOUT) ) { // Process the item on the front of the queue lock( workQueue ) { workItem =(WorkDelegate) workQueue.Dequeue(); } workItem(); } } } while( shouldStop == 0 ); } } public void SubmitWorkItem( WorkDelegate item ) { lock( workLock ) { lock( workQueue ) { workQueue.Enqueue( item ); } Monitor.Pulse( workLock ); } } public void Shutdown() { Interlocked.Exchange( ref stop, 1 ); } private Queue workQueue; private Object workLock; private Thread[] threads; private int stop; } public class EntryPoint { static void WorkFunction() { Console.WriteLine( "WorkFunction() called on Thread {0}",Thread.CurrentThread.GetHashCode() ); //some long job double s = 0; for (int i = 0; i < 100000000; i++) s += Math.Sin(i); } static void Main() { CrudeThreadPool pool = new CrudeThreadPool(); for( int i = 0; i < 10; ++i ) { pool.SubmitWorkItem( new CrudeThreadPool.WorkDelegate( EntryPoint.WorkFunction) ); } pool.Shutdown(); } }

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  • Need advice about pointers and time elapsed program. How to fix invalid operands and cannot convert errors?

    - by user1781382
    I am trying to write a program that tells the difference between the two times the user inputs. I am not sure how to go about this. I get the errors : Line 27|error: invalid operands of types 'int' and 'const MyTime*' to binary 'operator-'| Line |39|error: cannot convert 'MyTime' to 'const MyTime*' for argument '1' to 'int DetermineElapsedTime(const MyTime*, const MyTime*)'| I also need a lot of help in this problem. I don't have a good curriculum, and my class textbook is like cliffnotes for programming. This will be my last class at this university. The C++ teztbook I use(my own not for class) is Sam's C++ One hour a day. #include <iostream> #include<cstdlib> #include<cstring> using namespace std; struct MyTime { int hours, minutes, seconds; }; int DetermineElapsedTime(const MyTime *t1, const MyTime *t2); long t1, t2; int DetermineElapsedTime(const MyTime *t1, const MyTime *t2) { return((int)t2-t1); } int main(void) { char delim1, delim2; MyTime tm, tm2; cout << "Input two formats for the time. Separate each with a space. Ex: hr:min:sec\n"; cin >> tm.hours >> delim1 >> tm.minutes >> delim2 >> tm.seconds; cin >> tm2.hours >> delim1 >> tm2.minutes >> delim2 >> tm2.seconds; DetermineElapsedTime(tm, tm2); return 0; } I have to fix the errors first. Anyone have any ideas??

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  • Creating a new instance, C#

    - by Dave Voyles
    This sounds like a very n00b question, but bear with me here: I'm trying to access the position of my bat (paddle) in my pong game and use it in my ball class. I'm doing this because I want a particle effect to go off at the point of contact where the ball hits the bat. Each time the ball hits the bat, I receive an error stating that I haven't created an instance of the bat. I understand that I have to (or can use a static class), but I'm not sure of how to do so in this example. I've included both my Bat and Ball classes. namespace Pong { #region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; #endregion public class Ball { #region Fields private readonly Random rand; private readonly Texture2D texture; private readonly SoundEffect warp; private double direction; private bool isVisible; private float moveSpeed; private Vector2 position; private Vector2 resetPos; private Rectangle size; private float speed; private bool isResetting; private bool collided; private Vector2 oldPos; private ParticleEngine particleEngine; private ContentManager contentManager; private SpriteBatch spriteBatch; private bool hasHitBat; private AIBat aiBat; private Bat bat; #endregion #region Constructors and Destructors /// <summary> /// Constructor for the ball /// </summary> public Ball(ContentManager contentManager, Vector2 ScreenSize) { moveSpeed = 15f; speed = 0; texture = contentManager.Load<Texture2D>(@"gfx/balls/redBall"); direction = 0; size = new Rectangle(0, 0, texture.Width, texture.Height); resetPos = new Vector2(ScreenSize.X / 2, ScreenSize.Y / 2); position = resetPos; rand = new Random(); isVisible = true; hasHitBat = false; // Everything to do with particles List<Texture2D> textures = new List<Texture2D>(); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/circle")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/star")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/diamond")); particleEngine = new ParticleEngine(textures, new Vector2()); } #endregion #region Public Methods and Operators /// <summary> /// Checks for the collision between the bat and the ball. Sends ball in the appropriate /// direction /// </summary> public void BatHit(int block) { if (direction > Math.PI * 1.5f || direction < Math.PI * 0.5f) { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(aiBat.Position.X, aiBat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(200); break; case 2: direction = MathHelper.ToRadians(195); break; case 3: direction = MathHelper.ToRadians(180); break; case 4: direction = MathHelper.ToRadians(180); break; case 5: direction = MathHelper.ToRadians(165); break; } } else { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(bat.Position.X, bat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(310); break; case 2: direction = MathHelper.ToRadians(345); break; case 3: direction = MathHelper.ToRadians(0); break; case 4: direction = MathHelper.ToRadians(15); break; case 5: direction = MathHelper.ToRadians(50); break; } } if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(3)); } else { direction -= MathHelper.ToRadians(rand.Next(3)); } AudioManager.Instance.PlaySoundEffect("hit"); } /// <summary> /// JEP - added method to slow down ball after powerup deactivates /// </summary> public void DecreaseSpeed() { moveSpeed -= 0.6f; } /// <summary> /// Draws the ball on the screen /// </summary> public void Draw(SpriteBatch spriteBatch) { if (isVisible) { spriteBatch.Begin(); spriteBatch.Draw(texture, size, Color.White); spriteBatch.End(); // Draws sprites for particles when contact is made particleEngine.Draw(spriteBatch); } } /// <summary> /// Checks for the current direction of the ball /// </summary> public double GetDirection() { return direction; } /// <summary> /// Checks for the current position of the ball /// </summary> public Vector2 GetPosition() { return position; } /// <summary> /// Checks for the current size of the ball (for the powerups) /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Grows the size of the ball when the GrowBall powerup is used. /// </summary> public void GrowBall() { size = new Rectangle(0, 0, texture.Width * 2, texture.Height * 2); } /// <summary> /// Was used to increased the speed of the ball after each point is scored. /// No longer used, but am considering implementing again. /// </summary> public void IncreaseSpeed() { moveSpeed += 0.6f; } /// <summary> /// Check for the ball to return normal size after the Powerup has expired /// </summary> public void NormalBallSize() { size = new Rectangle(0, 0, texture.Width, texture.Height); } /// <summary> /// Check for the ball to return normal speed after the Powerup has expired /// </summary> public void NormalSpeed() { moveSpeed += 15f; } /// <summary> /// Checks to see if ball went out of bounds, and triggers warp sfx /// </summary> public void OutOfBounds() { // Checks if the player is still alive or not if (isResetting) { AudioManager.Instance.PlaySoundEffect("warp"); { // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = false; AudioManager.Instance.Dispose(); } } } /// <summary> /// Speed for the ball when Speedball powerup is activated /// </summary> public void PowerupSpeed() { moveSpeed += 20.0f; } /// <summary> /// Check for where to reset the ball after each point is scored /// </summary> public void Reset(bool left) { if (left) { direction = 0; } else { direction = Math.PI; } // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = true; position = resetPos; // Resets the ball to the center of the screen isVisible = true; speed = 15f; // Returns the ball back to the default speed, in case the speedBall was active if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(30)); } else { direction -= MathHelper.ToRadians(rand.Next(30)); } } /// <summary> /// Shrinks the ball when the ShrinkBall powerup is activated /// </summary> public void ShrinkBall() { size = new Rectangle(0, 0, texture.Width / 2, texture.Height / 2); } /// <summary> /// Stops the ball each time it is reset. Ex: Between points / rounds /// </summary> public void Stop() { isVisible = true; speed = 0; } /// <summary> /// Updates position of the ball /// </summary> public void UpdatePosition() { size.X = (int)position.X; size.Y = (int)position.Y; oldPos.X = position.X; oldPos.Y = position.Y; position.X += speed * (float)Math.Cos(direction); position.Y += speed * (float)Math.Sin(direction); bool collided = CheckWallHit(); particleEngine.Update(); // Stops the issue where ball was oscillating on the ceiling or floor if (collided) { position.X = oldPos.X + speed * (float)Math.Cos(direction); position.Y = oldPos.Y + speed * (float)Math.Sin(direction); } } #endregion #region Methods /// <summary> /// Checks for collision with the ceiling or floor. 2*Math.pi = 360 degrees /// </summary> private bool CheckWallHit() { while (direction > 2 * Math.PI) { direction -= 2 * Math.PI; return true; } while (direction < 0) { direction += 2 * Math.PI; return true; } if (position.Y <= 0 || (position.Y > resetPos.Y * 2 - size.Height)) { direction = 2 * Math.PI - direction; return true; } return true; } #endregion } } namespace Pong { using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using System; public class Bat { public Vector2 Position; public float moveSpeed; public Rectangle size; private int points; private int yHeight; private Texture2D leftBat; public float turbo; public float recharge; public float interval; public bool isTurbo; /// <summary> /// Constructor for the bat /// </summary> public Bat(ContentManager contentManager, Vector2 screenSize, bool side) { moveSpeed = 7f; turbo = 15f; recharge = 100f; points = 0; interval = 5f; leftBat = contentManager.Load<Texture2D>(@"gfx/bats/batGrey"); size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); // True means left bat, false means right bat. if (side) Position = new Vector2(30, screenSize.Y / 2 - size.Height / 2); else Position = new Vector2(screenSize.X - 30, screenSize.Y / 2 - size.Height / 2); yHeight = (int)screenSize.Y; } public void IncreaseSpeed() { moveSpeed += .5f; } /// <summary> /// The speed of the bat when Turbo is activated /// </summary> public void Turbo() { moveSpeed += 8.0f; } /// <summary> /// Returns the speed of the bat back to normal after Turbo is deactivated /// </summary> public void DisableTurbo() { moveSpeed = 7.0f; isTurbo = false; } /// <summary> /// Returns the bat to the nrmal size after the Grow/Shrink powerup has expired /// </summary> public void NormalSize() { size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); } /// <summary> /// Checks for the size of the bat /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Adds point to the player or the AI after scoring. Currently Disabled. /// </summary> public void IncrementPoints() { points++; } /// <summary> /// Checks for the number of points at the moment /// </summary> public int GetPoints() { return points; } /// <summary> /// Sets thedefault starting position for the bats /// </summary> /// <param name="position"></param> public void SetPosition(Vector2 position) { if (position.Y < 0) { position.Y = 0; } if (position.Y > yHeight - size.Height) { position.Y = yHeight - size.Height; } this.Position = position; } /// <summary> /// Checks for the current position of the bat /// </summary> public Vector2 GetPosition() { return Position; } /// <summary> /// Controls the bat moving up the screen /// </summary> public void MoveUp() { SetPosition(Position + new Vector2(0, -moveSpeed)); } /// <summary> /// Controls the bat moving down the screen /// </summary> public void MoveDown() { SetPosition(Position + new Vector2(0, moveSpeed)); } /// <summary> /// Updates the position of the AI bat, in order to track the ball /// </summary> /// <param name="ball"></param> public virtual void UpdatePosition(Ball ball) { size.X = (int)Position.X; size.Y = (int)Position.Y; } /// <summary> /// Resets the bat to the center location after a new game starts /// </summary> public void ResetPosition() { SetPosition(new Vector2(GetPosition().X, yHeight / 2 - size.Height)); } /// <summary> /// Used for the Growbat powerup /// </summary> public void GrowBat() { // Doubles the size of the bat collision size = new Rectangle(0, 0, leftBat.Width * 2, leftBat.Height * 2); } /// <summary> /// Used for the Shrinkbat powerup /// </summary> public void ShrinkBat() { // 1/2 the size of the bat collision size = new Rectangle(0, 0, leftBat.Width / 2, leftBat.Height / 2); } /// <summary> /// Draws the bats /// </summary> public virtual void Draw(SpriteBatch batch) { batch.Draw(leftBat, size, Color.White); } } }

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  • How to optimize dynamic programming?

    - by Chan
    Problem A number is called lucky if the sum of its digits, as well as the sum of the squares of its digits is a prime number. How many numbers between A and B are lucky? Input: The first line contains the number of test cases T. Each of the next T lines contains two integers, A and B. Output: Output T lines, one for each case containing the required answer for the corresponding case. Constraints: 1 <= T <= 10000 1 <= A <= B <= 10^18 Sample Input: 2 1 20 120 130 Sample Output: 4 1 Explanation: For the first case, the lucky numbers are 11, 12, 14, 16. For the second case, the only lucky number is 120. The problem is quite simple if we use brute force, however the running time is so critical that my program failed most test cases. My current idea is to use dynamic programming by storing the previous sum in a temporary array, so for example: sum_digits(10) = 1 -> sum_digits(11) = sum_digits(10) + 1 The same idea is applied for sum square but with counter equals to odd numbers. Unfortunately, it still failed 9 of 10 test cases which makes me think there must be a better way to solve it. Any idea would be greatly appreciated. #include <iostream> #include <vector> #include <string> #include <algorithm> #include <unordered_map> #include <unordered_set> #include <cmath> #include <cassert> #include <bitset> using namespace std; bool prime_table[1540] = { 0, 0, 1, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0 }; unsigned num_digits(long long i) { return i > 0 ? (long) log10 ((double) i) + 1 : 1; } void get_sum_and_sum_square_digits(long long n, int& sum, int& sum_square) { sum = 0; sum_square = 0; int digit; while (n) { digit = n % 10; sum += digit; sum_square += digit * digit; n /= 10; } } void init_digits(long long n, long long previous_sum[], const int size = 18) { int current_no_digits = num_digits(n); int digit; for (int i = 0; i < current_no_digits; ++i) { digit = n % 10; previous_sum[i] = digit; n /= 10; } for (int i = current_no_digits; i <= size; ++i) { previous_sum[i] = 0; } } void display_previous(long long previous[]) { for (int i = 0; i < 18; ++i) { cout << previous[i] << ","; } } int count_lucky_number(long long A, long long B) { long long n = A; long long end = B; int sum = 0; int sum_square = 0; int lucky_counter = 0; get_sum_and_sum_square_digits(n, sum, sum_square); long long sum_counter = sum; long long sum_square_counter = sum_square; if (prime_table[sum_counter] && prime_table[sum_square_counter]) { lucky_counter++; } long long previous_sum[19] = {1}; init_digits(n, previous_sum); while (n < end) { n++; if (n % 100000000000000000 == 0) { previous_sum[17]++; sum_counter = previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[16] = 0; previous_sum[15] = 0; previous_sum[14] = 0; previous_sum[13] = 0; previous_sum[12] = 0; previous_sum[11] = 0; previous_sum[10] = 0; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 10000000000000000 == 0) { previous_sum[16]++; sum_counter = previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[15] = 0; previous_sum[14] = 0; previous_sum[13] = 0; previous_sum[12] = 0; previous_sum[11] = 0; previous_sum[10] = 0; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 1000000000000000 == 0) { previous_sum[15]++; sum_counter = previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[14] = 0; previous_sum[13] = 0; previous_sum[12] = 0; previous_sum[11] = 0; previous_sum[10] = 0; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 100000000000000 == 0) { previous_sum[14]++; sum_counter = previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[13] = 0; previous_sum[12] = 0; previous_sum[11] = 0; previous_sum[10] = 0; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 10000000000000 == 0) { previous_sum[13]++; sum_counter = previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[12] = 0; previous_sum[11] = 0; previous_sum[10] = 0; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 1000000000000 == 0) { previous_sum[12]++; sum_counter = previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[11] = 0; previous_sum[10] = 0; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 100000000000 == 0) { previous_sum[11]++; sum_counter = previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[10] = 0; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 10000000000 == 0) { previous_sum[10]++; sum_counter = previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 1000000000 == 0) { previous_sum[9]++; sum_counter = previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 100000000 == 0) { previous_sum[8]++; sum_counter = previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 10000000 == 0) { previous_sum[7]++; sum_counter = previous_sum[7] + previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[7] * previous_sum[7] + previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 1000000 == 0) { previous_sum[6]++; sum_counter = previous_sum[6] + previous_sum[7] + previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[6] * previous_sum[6] + previous_sum[7] * previous_sum[7] + previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 100000 == 0) { previous_sum[5]++; sum_counter = previous_sum[5] + previous_sum[6] + previous_sum[7] + previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[5] * previous_sum[5] + previous_sum[6] * previous_sum[6] + previous_sum[7] * previous_sum[7] + previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 10000 == 0) { previous_sum[4]++; sum_counter = previous_sum[4] + previous_sum[5] + previous_sum[6] + previous_sum[7] + previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[4] * previous_sum[4] + previous_sum[5] * previous_sum[5] + previous_sum[6] * previous_sum[6] + previous_sum[7] * previous_sum[7] + previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 1000 == 0) { previous_sum[3]++; sum_counter = previous_sum[3] + previous_sum[4] + previous_sum[5] + previous_sum[6] + previous_sum[7] + previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[3] * previous_sum[3] + previous_sum[4] * previous_sum[4] + previous_sum[5] * previous_sum[5] + previous_sum[6] * previous_sum[6] + previous_sum[7] * previous_sum[7] + previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 100 == 0) { previous_sum[2]++; sum_counter = previous_sum[2] + previous_sum[3] + previous_sum[4] + previous_sum[5] + previous_sum[6] + previous_sum[7] + previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[2] * previous_sum[2] + previous_sum[3] * previous_sum[3] + previous_sum[4] * previous_sum[4] + previous_sum[5] * previous_sum[5] + previous_sum[6] * previous_sum[6] + previous_sum[7] * previous_sum[7] + previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 10 == 0) { previous_sum[1]++; sum_counter = previous_sum[1] + previous_sum[2] + previous_sum[3] + previous_sum[4] + previous_sum[5] + previous_sum[6] + previous_sum[7] + previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[1] * previous_sum[1] + previous_sum[2] * previous_sum[2] + previous_sum[3] * previous_sum[3] + previous_sum[4] * previous_sum[4] + previous_sum[5] * previous_sum[5] + previous_sum[6] * previous_sum[6] + previous_sum[7] * previous_sum[7] + previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[0] = 0; } else { sum_counter++; sum_square_counter += ((n - 1) % 10) * 2 + 1; } // get_sum_and_sum_square_digits(n, sum, sum_square); // assert(sum == sum_counter && sum_square == sum_square_counter); if (prime_table[sum_counter] && prime_table[sum_square_counter]) { lucky_counter++; } } return lucky_counter; } void inout_lucky_numbers() { int n; cin >> n; long long a; long long b; while (n--) { cin >> a >> b; cout << count_lucky_number(a, b) << endl; } } int main() { inout_lucky_numbers(); return 0; }

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  • WinRT WebView and Cookies

    - by javarg
    Turns out that WebView Control in WinRT is much more limited than it’s counterpart in WPF/Silverlight. There are some great articles out there in how to extend the control in order for it to support navigation events and some other features. For a personal project I'm working on, I needed to grab cookies a Web Site generated for the user. Basically, after a user authenticated to a Web Site I needed to get the authentication cookies and generate some extra requests on her behalf. In order to do so, I’ve found this great article about a similar case using SharePoint and Azure ACS. The secret is to use a p/invoke to native InternetGetCookieEx to get cookies for the current URL displayed in the WebView control.   void WebView_LoadCompleted(object sender, NavigationEventArgs e) { var urlPattern = "http://someserver.com/somefolder"; if (e.Uri.ToString().StartsWith(urlPattern)) { var cookies = InternetGetCookieEx(e.Uri.ToString()); // Do something with the cookies } } static string InternetGetCookieEx(string url) { uint sizeInBytes = 0; // Gets capacity length first InternetGetCookieEx(url, null, null, ref sizeInBytes, INTERNET_COOKIE_HTTPONLY, IntPtr.Zero); uint bufferCapacityInChars = (uint)Encoding.Unicode.GetMaxCharCount((int)sizeInBytes); // Now get cookie data var cookieData = new StringBuilder((int)bufferCapacityInChars); InternetGetCookieEx(url, null, cookieData, ref bufferCapacityInChars, INTERNET_COOKIE_HTTPONLY, IntPtr.Zero); return cookieData.ToString(); }   Function import using p/invoke follows: const int INTERNET_COOKIE_HTTPONLY = 0x00002000; [DllImport("wininet.dll", CharSet = CharSet.Unicode, SetLastError = true)] static extern bool InternetGetCookieEx(string pchURL, string pchCookieName, StringBuilder pchCookieData, ref System.UInt32 pcchCookieData, int dwFlags, IntPtr lpReserved); Enjoy!

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  • How to: Check which table is the biggest, in SQL Server

    - by AngelEyes
    The company I work with had it's DB double its size lately, so I needed to find out which tables were the biggest. I found this on the web, and decided it's worth remembering! Taken from http://www.sqlteam.com/article/finding-the-biggest-tables-in-a-database, the code is from http://www.sqlteam.com/downloads/BigTables.sql   /************************************************************************************** * *  BigTables.sql *  Bill Graziano (SQLTeam.com) *  [email protected] *  v1.1 * **************************************************************************************/ DECLARE @id INT DECLARE @type CHARACTER(2) DECLARE @pages INT DECLARE @dbname SYSNAME DECLARE @dbsize DEC(15, 0) DECLARE @bytesperpage DEC(15, 0) DECLARE @pagesperMB DEC(15, 0) CREATE TABLE #spt_space   (      objid    INT NULL,      ROWS     INT NULL,      reserved DEC(15) NULL,      data     DEC(15) NULL,      indexp   DEC(15) NULL,      unused   DEC(15) NULL   ) SET nocount ON -- Create a cursor to loop through the user tables DECLARE c_tables CURSOR FOR   SELECT id   FROM   sysobjects   WHERE  xtype = 'U' OPEN c_tables FETCH NEXT FROM c_tables INTO @id WHILE @@FETCH_STATUS = 0   BEGIN       /* Code from sp_spaceused */       INSERT INTO #spt_space                   (objid,                    reserved)       SELECT objid = @id,              SUM(reserved)       FROM   sysindexes       WHERE  indid IN ( 0, 1, 255 )              AND id = @id       SELECT @pages = SUM(dpages)       FROM   sysindexes       WHERE  indid < 2              AND id = @id       SELECT @pages = @pages + Isnull(SUM(used), 0)       FROM   sysindexes       WHERE  indid = 255              AND id = @id       UPDATE #spt_space       SET    data = @pages       WHERE  objid = @id       /* index: sum(used) where indid in (0, 1, 255) - data */       UPDATE #spt_space       SET    indexp = (SELECT SUM(used)                        FROM   sysindexes                        WHERE  indid IN ( 0, 1, 255 )                               AND id = @id) - data       WHERE  objid = @id       /* unused: sum(reserved) - sum(used) where indid in (0, 1, 255) */       UPDATE #spt_space       SET    unused = reserved - (SELECT SUM(used)                                   FROM   sysindexes                                   WHERE  indid IN ( 0, 1, 255 )                                          AND id = @id)       WHERE  objid = @id       UPDATE #spt_space       SET    ROWS = i.ROWS       FROM   sysindexes i       WHERE  i.indid < 2              AND i.id = @id              AND objid = @id       FETCH NEXT FROM c_tables INTO @id   END SELECT TOP 25 table_name = (SELECT LEFT(name, 25)                             FROM   sysobjects                             WHERE  id = objid),               ROWS = CONVERT(CHAR(11), ROWS),               reserved_kb = Ltrim(Str(reserved * d.low / 1024., 15, 0) + ' ' + 'KB'),               data_kb = Ltrim(Str(data * d.low / 1024., 15, 0) + ' ' + 'KB'),               index_size_kb = Ltrim(Str(indexp * d.low / 1024., 15, 0) + ' ' + 'KB'),               unused_kb = Ltrim(Str(unused * d.low / 1024., 15, 0) + ' ' + 'KB') FROM   #spt_space,        MASTER.dbo.spt_values d WHERE  d.NUMBER = 1        AND d.TYPE = 'E' ORDER  BY reserved DESC DROP TABLE #spt_space CLOSE c_tables DEALLOCATE c_tables

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  • Loose Coupling in Object Oriented Design

    - by m3th0dman
    I am trying to learn GRASP and I found this explained (here on page 3) about Low Coupling and I was very surprised when I found this: Consider the method addTrack for an Album class, two possible methods are: addTrack( Track t ) and addTrack( int no, String title, double duration ) Which method reduces coupling? The second one does, since the class using the Album class does not have to know a Track class. In general, parameters to methods should use base types (int, char ...) and classes from the java.* packages. I tend to diasgree with this; I believe addTrack(Track t) is better than addTrack(int no, String title, double duration) due to various reasons: It is always better for a method to as fewer parameters as possible (according to Uncle Bob's Clean Code none or one preferably, 2 in some cases and 3 in special cases; more than 3 needs refactoring - these are of course recommendations not holly rules). If addTrack is a method of an interface, and the requirements need that a Track should have more information (say year or genre) then the interface needs to be changed and so that the method should supports another parameter. Encapsulation is broke; if addTrack is in an interface, then it should not know the internals of the Track. It is actually more coupled in the second way, with many parameters. Suppose the no parameter needs to be changed from int to long because there are more than MAX_INT tracks (or for whatever reason); then both the Track and the method need to be changed while if the method would be addTrack(Track track) only the Track would be changed. All the 4 arguments are actually connected with each other, and some of them are consequences from others. Which approach is better?

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  • Slick2D - Cannot instantiate the type Image

    - by speakon
    I am getting this strange error and I cannot for the life of me figure out why: Cannot instantiate the type Image CODE: import java.awt.Image; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; public class MainMenuState extends BasicGameState { int stateID = -1; Image background = null; Image startGameOption = null; Image exitOption = null; float startGameScale = 1; float exitScale = 1; MainMenuState( int stateID ) { this.stateID = stateID; } public int getID() { return stateID; } public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { try { background = new Image("data/menu.jpg"); Image menuOptions = new Image("data/menuoptions.png"); startGameOption = menuOptions.getSubImage(0, 0, 377, 71); exitOption = menuOptions.getSubImage(0, 71, 377, 71); }catch (SlickException e) { System.err.print(e); } } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { } public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { } } Why do I get this error? I've googled endlessly and nobody else has it, this worked fine in my other game. Any ideas?

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  • How can I kill and wait for background processes to finish in a shell script when I Ctrl+C it?

    - by slipheed
    I'm trying to set up a shell script so that it runs background processes, and when I ctrl+C the shell script, it kills the children, then exits. The best that I've managed to come up with is this. It appears that kill 0 -INT also kills the script before the wait happens, so the shell script dies before the children complete. Any ideas on how I can make this shell script wait for the children to die after sending INT? #!/bin/bash trap 'killall' INT killall() { echo **** Shutting down... **** kill 0 -INT wait # Why doesn't this wait?? echo DONE } process1 & process2 & process3 & cat # wait forever

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  • Observable Collections

    - by SGWellens
    I didn't think it was possible, but .NET surprised me yet again with a cool feature I never knew existed: The ObservableCollection. This became available in .NET 3.0. In essence, an ObservableCollection is a collection with an event you can connect to. The event fires when the collection changes. As usual, working with the .NET classes is so ridiculously easy, it feels like cheating. The following is small test program to illustrate how the ObservableCollection works. To start, create an ObservableCollection and then store it in the Session object so it will persist between page post backs. I also added the code to pull it out of Session state when there is a page post back:   public partial class _Default : System.Web.UI.Page{    public ObservableCollection<int> MyInts;     // ---- Page_Load ------------------------------     protected void Page_Load(object sender, EventArgs e)    {        if (IsPostBack == false)        {            MyInts = new ObservableCollection<int>();            MyInts.CollectionChanged += CollectionChangedHandler;             Session["MyInts"] = MyInts;  // store for use between postbacks        }        else        {            MyInts = Session["MyInts"] as ObservableCollection<int>;        }    } Here's the event handler I hooked up to the ObservableCollection, it writes status strings to a ListBox. Note: The event handler fires in a different thread than the IIS process thread.     // ---- CollectionChangedHandler -----------------------------------    //    // Something changed in the Observable collection     public void CollectionChangedHandler(object sender, NotifyCollectionChangedEventArgs e)    {        // need to dig around to get the current page and control to write to:        // (because this is in a separate thread)        Page CurrentPage = System.Web.HttpContext.Current.Handler as Page;        ListBox LB = CurrentPage.FindControl("ListBoxHistory") as ListBox;         switch (e.Action)        {            case NotifyCollectionChangedAction.Add:                LB.Items.Add("Add: " + e.NewItems[0]);                               break;             case NotifyCollectionChangedAction.Remove:                LB.Items.Add("Remove: " + e.OldItems[0]);                break;             case NotifyCollectionChangedAction.Reset:                LB.Items.Add("Reset: ");                break;             default:                LB.Items.Add(e.Action.ToString());                break;                     }    }  Next, add some buttons and code to exercise the ObservableCollection:     <br />    <asp:Button ID="ButtonAdd" runat="server" Text="Add" OnClick="ButtonAdd_Click" />    <asp:Button ID="ButtonRemove" runat="server" Text="Remove" OnClick="ButtonRemove_Click" />    <asp:Button ID="ButtonReset" runat="server" Text="Reset" OnClick="ButtonReset_Click" />    <asp:Button ID="ButtonList" runat="server" Text="List" OnClick="ButtonList_Click" />    <br />    <asp:TextBox ID="TextBoxInt" runat="server" Width="51px"></asp:TextBox>    <br />    <asp:ListBox ID="ListBoxHistory" runat="server" Height="255px" Width="195px">    </asp:ListBox>    // ---- Add Button --------------------------------------     protected void ButtonAdd_Click(object sender, EventArgs e)    {        int Temp;        if (int.TryParse(TextBoxInt.Text, out Temp) == true)            MyInts.Add(Temp);    }     // ---- Remove Button --------------------------------------     protected void ButtonRemove_Click(object sender, EventArgs e)    {        int Temp;        if (int.TryParse(TextBoxInt.Text, out Temp) == true)            MyInts.Remove(Temp);    }     // ---- Button Reset -----------------------------------     protected void ButtonReset_Click(object sender, EventArgs e)    {        MyInts.Clear();    }     // ---- Button List --------------------------------------     protected void ButtonList_Click(object sender, EventArgs e)    {        ListBoxHistory.Items.Add("MyInts:");        foreach (int i in MyInts)        {            // a bit of tweaking to get the text to be indented            ListItem LI = new ListItem("&nbsp;&nbsp;" + i.ToString());            LI.Text = Server.HtmlDecode(LI.Text);            ListBoxHistory.Items.Add(LI);        }    } Here's what it looks like after entering some numbers and clicking some buttons: An interesting note is that I had to use: System.Web.HttpContext.Current.Response to write to a control on the page. As mentioned earlier, this implies that the notification event is in a thread separate from the IIS thread. Another interesting note: From the online help: Any public static (Shared in Visual Basic) members of this type are thread safe. Any instance members are not guaranteed to be thread safe What does that mean to Asp.Net developers? If you are going to share an ObservableCollection among different sessions, you'd better make it a static object. I hope someone finds this useful. Steve Wellens

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  • Mac OS ? Assembly Language Esoteria

    - by veryfoolish
    I've been playing around with assembly and object files in general on Mac OS ? and was wondering if somebody could provide some edification. Specifically, I'm wondering what the extra code GCC generates when compiling the C file in the following example does. I have a toy C program so I can comprehend the assembly output. int main() { int a = 5; int b = 5; int c = a + b; } Running this through gcc -S creates the following assembly: .text .globl _main _main: LFB2: pushq %rbp LCFI0: movq %rsp, %rbp LCFI1: movl $5, -4(%rbp) movl $5, -8(%rbp) movl -8(%rbp), %eax addl -4(%rbp), %eax movl %eax, -12(%rbp) leave ret LFE2: .section __TEXT,__eh_frame,coalesced,no_toc+strip_static_syms+live_support EH_frame1: .set L$set$0,LECIE1-LSCIE1 .long L$set$0 LSCIE1: .long 0x0 .byte 0x1 .ascii "zR\0" .byte 0x1 .byte 0x78 .byte 0x10 .byte 0x1 .byte 0x10 .byte 0xc .byte 0x7 .byte 0x8 .byte 0x90 .byte 0x1 .align 3 LECIE1: .globl _main.eh _main.eh: LSFDE1: .set L$set$1,LEFDE1-LASFDE1 .long L$set$1 LASFDE1: .long LASFDE1-EH_frame1 .quad LFB2-. .set L$set$2,LFE2-LFB2 .quad L$set$2 .byte 0x0 .byte 0x4 .set L$set$3,LCFI0-LFB2 .long L$set$3 .byte 0xe .byte 0x10 .byte 0x86 .byte 0x2 .byte 0x4 .set L$set$4,LCFI1-LCFI0 .long L$set$4 .byte 0xd .byte 0x6 .align 3 LEFDE1: .subsections_via_symbols The LCFI1 section seems to contain the actual logic for the program, but I'm not sure what the misc. other stuff is for... also, is there any scheme these labels are following? I'm sorry this is such a vague question. I'd appreciate anything, including being pointed to a resource where I can find out more about this. Thanks!

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  • C#/.NET &ndash; Finding an Item&rsquo;s Index in IEnumerable&lt;T&gt;

    - by James Michael Hare
    Sorry for the long blogging hiatus.  First it was, of course, the holidays hustle and bustle, then my brother and his wife gave birth to their son, so I’ve been away from my blogging for two weeks. Background: Finding an item’s index in List<T> is easy… Many times in our day to day programming activities, we want to find the index of an item in a collection.  Now, if we have a List<T> and we’re looking for the item itself this is trivial: 1: // assume have a list of ints: 2: var list = new List<int> { 1, 13, 42, 64, 121, 77, 5, 99, 132 }; 3:  4: // can find the exact item using IndexOf() 5: var pos = list.IndexOf(64); This will return the position of the item if it’s found, or –1 if not.  It’s easy to see how this works for primitive types where equality is well defined.  For complex types, however, it will attempt to compare them using EqualityComparer<T>.Default which, in a nutshell, relies on the object’s Equals() method. So what if we want to search for a condition instead of equality?  That’s also easy in a List<T> with the FindIndex() method: 1: // assume have a list of ints: 2: var list = new List<int> { 1, 13, 42, 64, 121, 77, 5, 99, 132 }; 3:  4: // finds index of first even number or -1 if not found. 5: var pos = list.FindIndex(i => i % 2 == 0);   Problem: Finding an item’s index in IEnumerable<T> is not so easy... This is all well and good for lists, but what if we want to do the same thing for IEnumerable<T>?  A collection of IEnumerable<T> has no indexing, so there’s no direct method to find an item’s index.  LINQ, as powerful as it is, gives us many tools to get us this information, but not in one step.  As with almost any problem involving collections, there are several ways to accomplish the same goal.  And once again as with almost any problem involving collections, the choice of the solution somewhat depends on the situation. So let’s look at a few possible alternatives.  I’m going to express each of these as extension methods for simplicity and consistency. Solution: The TakeWhile() and Count() combo One of the things you can do is to perform a TakeWhile() on the list as long as your find condition is not true, and then do a Count() of the items it took.  The only downside to this method is that if the item is not in the list, the index will be the full Count() of items, and not –1.  So if you don’t know the size of the list beforehand, this can be confusing. 1: // a collection of extra extension methods off IEnumerable<T> 2: public static class EnumerableExtensions 3: { 4: // Finds an item in the collection, similar to List<T>.FindIndex() 5: public static int FindIndex<T>(this IEnumerable<T> list, Predicate<T> finder) 6: { 7: // note if item not found, result is length and not -1! 8: return list.TakeWhile(i => !finder(i)).Count(); 9: } 10: } Personally, I don’t like switching the paradigm of not found away from –1, so this is one of my least favorites.  Solution: Select with index Many people don’t realize that there is an alternative form of the LINQ Select() method that will provide you an index of the item being selected: 1: list.Select( (item,index) => do something here with the item and/or index... ) This can come in handy, but must be treated with care.  This is because the index provided is only as pertains to the result of previous operations (if any).  For example: 1: // assume have a list of ints: 2: var list = new List<int> { 1, 13, 42, 64, 121, 77, 5, 99, 132 }; 3:  4: // you'd hope this would give you the indexes of the even numbers 5: // which would be 2, 3, 8, but in reality it gives you 0, 1, 2 6: list.Where(item => item % 2 == 0).Select((item,index) => index); The reason the example gives you the collection { 0, 1, 2 } is because the where clause passes over any items that are odd, and therefore only the even items are given to the select and only they are given indexes. Conversely, we can’t select the index and then test the item in a Where() clause, because then the Where() clause would be operating on the index and not the item! So, what we have to do is to select the item and index and put them together in an anonymous type.  It looks ugly, but it works: 1: // extensions defined on IEnumerable<T> 2: public static class EnumerableExtensions 3: { 4: // finds an item in a collection, similar to List<T>.FindIndex() 5: public static int FindIndex<T>(this IEnumerable<T> list, Predicate<T> finder) 6: { 7: // if you don't name the anonymous properties they are the variable names 8: return list.Select((item, index) => new { item, index }) 9: .Where(p => finder(p.item)) 10: .Select(p => p.index + 1) 11: .FirstOrDefault() - 1; 12: } 13: }     So let’s look at this, because i know it’s convoluted: First Select() joins the items and their indexes into an anonymous type. Where() filters that list to only the ones matching the predicate. Second Select() picks the index of the matches and adds 1 – this is to distinguish between not found and first item. FirstOrDefault() returns the first item found from the previous clauses or default (zero) if not found. Subtract one so that not found (zero) will be –1, and first item (one) will be zero. The bad thing is, this is ugly as hell and creates anonymous objects for each item tested until it finds the match.  This concerns me a bit but we’ll defer judgment until compare the relative performances below. Solution: Convert ToList() and use FindIndex() This solution is easy enough.  We know any IEnumerable<T> can be converted to List<T> using the LINQ extension method ToList(), so we can easily convert the collection to a list and then just use the FindIndex() method baked into List<T>. 1: // a collection of extension methods for IEnumerable<T> 2: public static class EnumerableExtensions 3: { 4: // find the index of an item in the collection similar to List<T>.FindIndex() 5: public static int FindIndex<T>(this IEnumerable<T> list, Predicate<T> finder) 6: { 7: return list.ToList().FindIndex(finder); 8: } 9: } This solution is simplicity itself!  It is very concise and elegant and you need not worry about anyone misinterpreting what it’s trying to do (as opposed to the more convoluted LINQ methods above). But the main thing I’m concerned about here is the performance hit to allocate the List<T> in the ToList() call, but once again we’ll explore that in a second. Solution: Roll your own FindIndex() for IEnumerable<T> Of course, you can always roll your own FindIndex() method for IEnumerable<T>.  It would be a very simple for loop which scans for the item and counts as it goes.  There’s many ways to do this, but one such way might look like: 1: // extension methods for IEnumerable<T> 2: public static class EnumerableExtensions 3: { 4: // Finds an item matching a predicate in the enumeration, much like List<T>.FindIndex() 5: public static int FindIndex<T>(this IEnumerable<T> list, Predicate<T> finder) 6: { 7: int index = 0; 8: foreach (var item in list) 9: { 10: if (finder(item)) 11: { 12: return index; 13: } 14:  15: index++; 16: } 17:  18: return -1; 19: } 20: } Well, it’s not quite simplicity, and those less familiar with LINQ may prefer it since it doesn’t include all of the lambdas and behind the scenes iterators that come with deferred execution.  But does having this long, blown out method really gain us much in performance? Comparison of Proposed Solutions So we’ve now seen four solutions, let’s analyze their collective performance.  I took each of the four methods described above and run them over 100,000 iterations of lists of size 10, 100, 1000, and 10000 and here’s the performance results.  Then I looked for targets at the begining of the list (best case), middle of the list (the average case) and not in the list (worst case as must scan all of the list). Each of the times below is the average time in milliseconds for one execution as computer over the 100,000 iterations: Searches Matching First Item (Best Case)   10 100 1000 10000 TakeWhile 0.0003 0.0003 0.0003 0.0003 Select 0.0005 0.0005 0.0005 0.0005 ToList 0.0002 0.0003 0.0013 0.0121 Manual 0.0001 0.0001 0.0001 0.0001   Searches Matching Middle Item (Average Case)   10 100 1000 10000 TakeWhile 0.0004 0.0020 0.0191 0.1889 Select 0.0008 0.0042 0.0387 0.3802 ToList 0.0002 0.0007 0.0057 0.0562 Manual 0.0002 0.0013 0.0129 0.1255   Searches Where Not Found (Worst Case)   10 100 1000 10000 TakeWhile 0.0006 0.0039 0.0381 0.3770 Select 0.0012 0.0081 0.0758 0.7583 ToList 0.0002 0.0012 0.0100 0.0996 Manual 0.0003 0.0026 0.0253 0.2514   Notice something interesting here, you’d think the “roll your own” loop would be the most efficient, but it only wins when the item is first (or very close to it) regardless of list size.  In almost all other cases though and in particular the average case and worst case, the ToList()/FindIndex() combo wins for performance, even though it is creating some temporary memory to hold the List<T>.  If you examine the algorithm, the reason why is most likely because once it’s in a ToList() form, internally FindIndex() scans the internal array which is much more efficient to iterate over.  Thus, it takes a one time performance hit (not including any GC impact) to create the List<T> but after that the performance is much better. Summary If you’re concerned about too many throw-away objects, you can always roll your own FindIndex() method, but for sheer simplicity and overall performance, using the ToList()/FindIndex() combo performs best on nearly all list sizes in the average and worst cases.    Technorati Tags: C#,.NET,Litte Wonders,BlackRabbitCoder,Software,LINQ,List

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  • C string question

    - by user208454
    I am writing a simple c program which reverses a string, taking the string from argv[1]. Here is the code: #include <stdio.h> #include <stdlib.h> #include <string.h> char* flip_string(char *string){ int i = strlen(string); int j = 0; // Doesn't really matter all I wanted was the same size string for temp. char* temp = string; puts("This is the original string"); puts(string); puts("This is the \"temp\" string"); puts(temp); for(i; i>=0; i--){ temp[j] = string[i] if (j <= strlen(string)) { j++; } } return(temp); } int main(int argc, char *argv[]){ puts(flip_string(argv[1])); printf("This is the end of the program\n"); } That's basically it, the program compiles and everything but does not return the temp string in the end (just blank space). In the beginning it prints temp fine when its equal to string. Furthermore if I do a character by character printf of temp in the for loop the correct temp string in printed i.e. string - reversed. just when I try to print it to standard out (after the for loop/ or in the main) nothing happens only blank space is printed.

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  • SOLID Thoughts

    - by GeekAgilistMercenary
    SOLID came up again in discussion.  What is SOLID?  Well, glad you asked, because I am going to elaborate on the SOLID Principles a bit. Initial Concept S Single Responsibility Principle O Open/Closed Principle L Liskov Substitution Principle I Interface Segregation Principle D Dependency Inversion/Injection Principle The Single Responsibility Principle (SRP) is stated that every object should have a single responsibility and should be entirely encapsulated by the class.  This helps keep cohesion.  Here is a short example, starting with a basic class. public class Car { decimal Gas; int Doors; int Speed; decimal RampJumpSpeed; } Now I will refactor a little bit to make it a bit more SRP friendly. public class Car { decimal Gas; int Speed; }   public class DuneBuggy : Car { decimal RampJumpSpeed; }   public class EconomyCar : Car { int Doors; } What we end up with, instead of one class, is an abstract class and two classes that have their respective methods or properties to keep the responsibilities were they need to be. The Open Closed Principle (OCP) is one of my favorites, which states simply, that you should be able to extend a classes behavior without modifying it.  There are a couple of ways one can extend a class, by inheritance, composition, or by proxy implementation.  The Liskov Substitution Principle (LSP) states that a derived class must be substitutable for their base classes. The Dependency Inversion Principle (DIP) states that one should depend on abstractions and not on concrete implementations. Finally, the Interface Segregation Principle (ISP) states that fine grain interfaces should be client specific. So hope that helps with kicking off a basic understanding of SOLID Principles.  I will be following this entry up with some new bits in the near future related to good software design and practice. Original post.

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  • Converting 2D Physics to 3D.

    - by static void main
    I'm new to game physics and I am trying to adapt a simple 2D ball simulation for a 3D simulation with the Java3D library. I have this problem: Two things: 1) I noted down the values generated by the engine: X/Y are too high and minX/minY/maxY/maxX values are causing trouble. Sometimes the balls are drawing but not moving Sometimes they are going out of the panel Sometimes they're moving on little area Sometimes they just stick at one place... 2) I'm unable to select/define/set the default correct/suitable values considering the 3D graphics scaling/resolution while they are set with respect to 2D screen coordinates, that is my only problem. Please help. This is the code: public class Ball extends GameObject { private float x, y; // Ball's center (x, y) private float speedX, speedY; // Ball's speed per step in x and y private float radius; // Ball's radius // Collision detected by collision detection and response algorithm? boolean collisionDetected = false; // If collision detected, the next state of the ball. // Otherwise, meaningless. private float nextX, nextY; private float nextSpeedX, nextSpeedY; private static final float BOX_WIDTH = 640; private static final float BOX_HEIGHT = 480; /** * Constructor The velocity is specified in polar coordinates of speed and * moveAngle (for user friendliness), in Graphics coordinates with an * inverted y-axis. */ public Ball(String name1,float x, float y, float radius, float speed, float angleInDegree, Color color) { this.x = x; this.y = y; // Convert velocity from polar to rectangular x and y. this.speedX = speed * (float) Math.cos(Math.toRadians(angleInDegree)); this.speedY = speed * (float) Math.sin(Math.toRadians(angleInDegree)); this.radius = radius; } public void move() { if (collisionDetected) { // Collision detected, use the values computed. x = nextX; y = nextY; speedX = nextSpeedX; speedY = nextSpeedY; } else { // No collision, move one step and no change in speed. x += speedX; y += speedY; } collisionDetected = false; // Clear the flag for the next step } public void collideWith() { // Get the ball's bounds, offset by the radius of the ball float minX = 0.0f + radius; float minY = 0.0f + radius; float maxX = 0.0f + BOX_WIDTH - 1.0f - radius; float maxY = 0.0f + BOX_HEIGHT - 1.0f - radius; double gravAmount = 0.9811111f; double gravDir = (90 / 57.2960285258); // Try moving one full step nextX = x + speedX; nextY = y + speedY; System.out.println("In serializedBall in collision."); // If collision detected. Reflect on the x or/and y axis // and place the ball at the point of impact. if (speedX != 0) { if (nextX > maxX) { // Check maximum-X bound collisionDetected = true; nextSpeedX = -speedX; // Reflect nextSpeedY = speedY; // Same nextX = maxX; nextY = (maxX - x) * speedY / speedX + y; // speedX non-zero } else if (nextX < minX) { // Check minimum-X bound collisionDetected = true; nextSpeedX = -speedX; // Reflect nextSpeedY = speedY; // Same nextX = minX; nextY = (minX - x) * speedY / speedX + y; // speedX non-zero } } // In case the ball runs over both the borders. if (speedY != 0) { if (nextY > maxY) { // Check maximum-Y bound collisionDetected = true; nextSpeedX = speedX; // Same nextSpeedY = -speedY; // Reflect nextY = maxY; nextX = (maxY - y) * speedX / speedY + x; // speedY non-zero } else if (nextY < minY) { // Check minimum-Y bound collisionDetected = true; nextSpeedX = speedX; // Same nextSpeedY = -speedY; // Reflect nextY = minY; nextX = (minY - y) * speedX / speedY + x; // speedY non-zero } } speedX += Math.cos(gravDir) * gravAmount; speedY += Math.sin(gravDir) * gravAmount; } public float getSpeed() { return (float) Math.sqrt(speedX * speedX + speedY * speedY); } public float getMoveAngle() { return (float) Math.toDegrees(Math.atan2(speedY, speedX)); } public float getRadius() { return radius; } public float getX() { return x; } public float getY() { return y; } public void setX(float f) { x = f; } public void setY(float f) { y = f; } } Here's how I'm drawing the balls: public class 3DMovingBodies extends Applet implements Runnable { private static final int BOX_WIDTH = 800; private static final int BOX_HEIGHT = 600; private int currentNumBalls = 1; // number currently active private volatile boolean playing; private long mFrameDelay; private JFrame frame; private int currentFrameRate; private Ball[] ball = new Ball[currentNumBalls]; private Random rand; private Sphere[] sphere = new Sphere[currentNumBalls]; private Transform3D[] trans = new Transform3D[currentNumBalls]; private TransformGroup[] objTrans = new TransformGroup[currentNumBalls]; public 3DMovingBodies() { rand = new Random(); float angleInDegree = rand.nextInt(360); setLayout(new BorderLayout()); GraphicsConfiguration config = SimpleUniverse .getPreferredConfiguration(); Canvas3D c = new Canvas3D(config); add("Center", c); ball[0] = new Ball(0.5f, 0.0f, 0.5f, 0.4f, angleInDegree, Color.yellow); // ball[1] = new Ball(1.0f, 0.0f, 0.25f, 0.8f, angleInDegree, // Color.yellow); // ball[2] = new Ball(0.0f, 1.0f, 0.15f, 0.11f, angleInDegree, // Color.yellow); trans[0] = new Transform3D(); // trans[1] = new Transform3D(); // trans[2] = new Transform3D(); sphere[0] = new Sphere(0.5f); // sphere[1] = new Sphere(0.25f); // sphere[2] = new Sphere(0.15f); // Create a simple scene and attach it to the virtual universe BranchGroup scene = createSceneGraph(); SimpleUniverse u = new SimpleUniverse(c); u.getViewingPlatform().setNominalViewingTransform(); u.addBranchGraph(scene); startSimulation(); } public BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); for (int i = 0; i < currentNumBalls; i++) { // Create a simple shape leaf node, add it to the scene graph. objTrans[i] = new TransformGroup(); objTrans[i].setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); Transform3D pos1 = new Transform3D(); pos1.setTranslation(randomPos()); objTrans[i].setTransform(pos1); objTrans[i].addChild(sphere[i]); objRoot.addChild(objTrans[i]); } BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); Color3f light1Color = new Color3f(1.0f, 0.0f, 0.2f); Vector3f light1Direction = new Vector3f(4.0f, -7.0f, -12.0f); DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction); light1.setInfluencingBounds(bounds); objRoot.addChild(light1); // Set up the ambient light Color3f ambientColor = new Color3f(1.0f, 1.0f, 1.0f); AmbientLight ambientLightNode = new AmbientLight(ambientColor); ambientLightNode.setInfluencingBounds(bounds); objRoot.addChild(ambientLightNode); return objRoot; } public void startSimulation() { playing = true; Thread t = new Thread(this); t.start(); } public void stop() { playing = false; } public void run() { long previousTime = System.currentTimeMillis(); long currentTime = previousTime; long elapsedTime; long totalElapsedTime = 0; int frameCount = 0; while (true) { currentTime = System.currentTimeMillis(); elapsedTime = (currentTime - previousTime); // elapsed time in // seconds totalElapsedTime += elapsedTime; if (totalElapsedTime > 1000) { currentFrameRate = frameCount; frameCount = 0; totalElapsedTime = 0; } for (int i = 0; i < currentNumBalls; i++) { ball[i].move(); ball[i].collideWith(); drawworld(); } try { Thread.sleep(88); } catch (Exception e) { e.printStackTrace(); } previousTime = currentTime; frameCount++; } } public void drawworld() { for (int i = 0; i < currentNumBalls; i++) { printTG(objTrans[i], "SteerTG"); trans[i].setTranslation(new Vector3f(ball[i].getX(), ball[i].getY(), 0.0f)); objTrans[i].setTransform(trans[i]); } } private Vector3f randomPos() /* * Return a random position vector. The numbers are hardwired to be within * the confines of the box. */ { Vector3f pos = new Vector3f(); pos.x = rand.nextFloat() * 5.0f - 2.5f; // -2.5 to 2.5 pos.y = rand.nextFloat() * 2.0f + 0.5f; // 0.5 to 2.5 pos.z = rand.nextFloat() * 5.0f - 2.5f; // -2.5 to 2.5 return pos; } // end of randomPos() public static void main(String[] args) { System.out.println("Program Started"); 3DMovingBodiesbb = new 3DMovingBodies(); bb.addKeyListener(bb); MainFrame mf = new MainFrame(bb, 600, 400); } }

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  • Find The Bug

    - by Alois Kraus
    What does this code print and why?             HashSet<int> set = new HashSet<int>();             int[] data = new int[] { 1, 2, 1, 2 };             var unique = from i in data                          where set.Add(i)                          select i;   // Compiles to: var unique = Enumerable.Where(data, (i) => set.Add(i));             foreach (var i in unique)             {                 Console.WriteLine("First: {0}", i);             }               foreach (var i in unique)             {                 Console.WriteLine("Second: {0}", i);             }   The output is: First: 1 First: 2 Why is there no output of the second loop? The reason is that LINQ does not cache the results of the collection but it does recalculate the contents for every new enumeration again. Since I have used state (the Hashset does decide which entries are part of the output) I do arrive with an empty sequence since Add of the Hashset will return false for all values I have already passed in leaving nothing to return a second time. The solution is quite simple: Use the Distinct extension method or cache the results by calling .ToList() or ToArray() for the result of the LINQ query. Lession Learned: Do never forget to think about state in Where clauses!

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  • Gesture Detector not firing

    - by Tyler
    So I'm trying to create a input class that implements a InputHandler & GestureListener in order to support both Android & Desktop. The problem is that not all the methods are being called properly. Here is the input class definition & a couple of the methods: public class InputHandler implements GestureListener, InputProcessor{ ... public InputHandler(OrthographicCamera camera, Map m, Player play, Vector2 maxPos) { ... @Override public boolean zoom(float originalDistance, float currentDistance) { //this.zoom = true; this.zoomRatio = originalDistance / currentDistance; cam.zoom = cam.zoom * zoomRatio; Gdx.app.log("GestureDetector", "Zoom - ratio: " + zoomRatio); return true; } @Override public boolean touchDown(int x, int y, int pointerNum, int button) { booleanConditions[TOUCH_EVENT] = true; this.inputButton = button; this.inputFingerNum = pointerNum; this.lastTouchEventLoc.set(x,y); this.currentCursorPos.set(x,y); if(pointerNum == 1) { //this.fingerOne = true; this.fOnePosition.set(x, y); } else if(pointerNum == 2) { //this.fingerTwo = true; this.fTwoPosition.set(x,y); } Gdx.app.log("GestureDetector", "touch down at " + x + ", " + y + ", pointer: " + pointerNum); return true; } The touchDown event always occurs but I can never trigger Zoom (or pan among others...). The following is where I register and create the input handler in the "Game Screen". public class GameScreen implements Screen { ... this.inputHandler = new InputHandler(this.cam, this.map, this.player, this.map.maxCamPos); Gdx.input.setInputProcessor(this.inputHandler); Anyone have any ideas why zoom, pan, etc... are not triggering? Thanks!

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  • Mac OS ? Assembly Language Esoteria

    - by veryfoolish
    I've been playing around with assembly and object files in general on Mac OS ? and was wondering if somebody could provide some edification. Specifically, I'm wondering what the extra code GCC generates when compiling the C file in the following example does. I have a toy C program so I can comprehend the assembly output. int main() { int a = 5; int b = 5; int c = a + b; } Running this through gcc -S creates the following assembly: .text .globl _main _main: LFB2: pushq %rbp LCFI0: movq %rsp, %rbp LCFI1: movl $5, -4(%rbp) movl $5, -8(%rbp) movl -8(%rbp), %eax addl -4(%rbp), %eax movl %eax, -12(%rbp) leave ret LFE2: .section __TEXT,__eh_frame,coalesced,no_toc+strip_static_syms+live_support EH_frame1: .set L$set$0,LECIE1-LSCIE1 .long L$set$0 LSCIE1: .long 0x0 .byte 0x1 .ascii "zR\0" .byte 0x1 .byte 0x78 .byte 0x10 .byte 0x1 .byte 0x10 .byte 0xc .byte 0x7 .byte 0x8 .byte 0x90 .byte 0x1 .align 3 LECIE1: .globl _main.eh _main.eh: LSFDE1: .set L$set$1,LEFDE1-LASFDE1 .long L$set$1 LASFDE1: .long LASFDE1-EH_frame1 .quad LFB2-. .set L$set$2,LFE2-LFB2 .quad L$set$2 .byte 0x0 .byte 0x4 .set L$set$3,LCFI0-LFB2 .long L$set$3 .byte 0xe .byte 0x10 .byte 0x86 .byte 0x2 .byte 0x4 .set L$set$4,LCFI1-LCFI0 .long L$set$4 .byte 0xd .byte 0x6 .align 3 LEFDE1: .subsections_via_symbols The LCFI1 section seems to contain the actual logic for the program, but I'm not sure what the misc. other stuff is for... also, is there any scheme these labels are following? I'm sorry this is such a vague question. I'd appreciate anything, including being pointed to a resource where I can find out more about this. Thanks!

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