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  • Happy Tau Day! (Or: How Some Mathematicians Think We Should Retire Pi) [Video]

    - by Jason Fitzpatrick
    When you were in school you learned all about Pi and its relationship to circles and turn-based geometry. Some mathematicians are rallying for a new lesson, on about Tau. Michael Hartl is a mathematician on a mission, a mission to get people away from using Pi and to start using Tau. His manifesto opens: Welcome to The Tau Manifesto. This manifesto is dedicated to one of the most important numbers in mathematics, perhaps the most important: the circle constant relating the circumference of a circle to its linear dimension. For millennia, the circle has been considered the most perfect of shapes, and the circle constant captures the geometry of the circle in a single number. Of course, the traditional choice of circle constant is p—but, as mathematician Bob Palais notes in his delightful article “p Is Wrong!”,1 p is wrong. It’s time to set things right. Why is Pi wrong? Among the arguments is that Tau is the ration of a circumference to the radius of a circle and defining circles by their radius is more natural and that Pi is a 2-factor number but with Tau everything is based of a single unit–three quarters of a turn around a Tau-defined circle is simply three quarters of a Tau radian. Watch the video above to see the Tau sequence (which begins 6.2831853071…) turned into a musical composition. For more information about Tau hit up the link below to read the manifesto. The Tau Manifesto [TauDay] HTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)What is a Histogram, and How Can I Use it to Improve My Photos?

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  • default xna 4.0 gametime don´t works well for 2D physics

    - by EusKoder
    I am developing a game using Visual Studio 2010 and XNA 4.0, after advancing to some extent with the project (a platform based 2d platformer msdn starter kit) I got to test it on different computers with different hardware (CPU, graphics, etc.) and I found that the speed of movement object of the game is quite different, I implemented the PSK physics msdn that are based on time, /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= GroundDragFactor; //velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity *elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(gameTime); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) { velocity.Y = 0; jumpTime = 0.0f; } } tested eg with a PC (PC1) 2.13GHz Intel Core 2 6400 / ATI Radeon HD 4670 and another one: (pc2) 3.00GHz Intel Pentium D / Intel 82945G Express Chipset Family by displacement difference (moving x axis at supossed (position = velocity * gametime.ElapsedGameTime.TotalSeconds) constant velocity, for example) is 3 seconds in a total of 20 (example: moving pc1 player sprite 6000 pixels in the x-axis at 20 seconds and pc 2 runs the same distance in 17 ). Tested on a 3rd PC: i72700k / Gigabyte GTX 560 TI the results are even worse, after some time after starting the game gets like 3 times slower and showing the number of pixels in each frame moved in a debug window in the game (counting updatespersecond with counter variable for updates cuantity and gametime for counting a second show 63fps), it appears as if the number is always constant ( refreshments lose the Update method?). In this pc if I put the game in fullscreen during the course of the game, the effect of "go slow" is immediate and restore window mode sometimes yield returns to "normal" and sometimes not. Eventually I began to try a new project to test whether the movement is constant in different pc loading only one sprite and its position value in screen printing. Occur The same. I even tried moving a constant amount of pixels explicitly (position + = 5) and different speeds in different pc quantities of pixels moved in x time. I have the game loop as the default (fixedTimeStep=true;SynchronizeWithVerticalRetrace=true;). I've also tried turning off and creating another timestep as discussed in different post (eg http://gafferongames.com/game-physics/fix-your-timestep/ but i can´t achieve the desired result, move the same number of pixels in X seconds on different computers with windows. All pc used for tests use windows 7 enterprise pc1 == x86 the others are x64. The weirdest thing is that I find information about people describing the same problem and that I wear long nights of searches. Thanks for your help.

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  • attachment_fu and RMagick

    - by trobrock
    After finally getting RMagick installed on my Mac I have set up attachment_fu according to the tutorial here: http://clarkware.com/cgi/blosxom/2007/02/24#FileUploadFu&gt when I try and upload a file via the upload form I get around 80 messages like these: /Library/Ruby/Gems/1.8/gems/rmagick-2.13.1/lib/RMagick.rb:44: warning: already initialized constant PercentGeometry /Library/Ruby/Gems/1.8/gems/rmagick-2.13.1/lib/RMagick.rb:45: warning: already initialized constant AspectGeometry /Library/Ruby/Gems/1.8/gems/rmagick-2.13.1/lib/RMagick.rb:46: warning: already initialized constant LessGeometry /Library/Ruby/Gems/1.8/gems/rmagick-2.13.1/lib/RMagick.rb:47: warning: already initialized constant GreaterGeometry I did some searching and found that this problem can arise when you require RMagick twice in an application using different casing for the require statement: http://work.rowanhick.com/2007/12/19/require-rmagick-and-case-sensitivity/ I am not requiring it myself, but I was thinking maybe with the config.gem "rmagick" line in my environment.rb file rails might be requiring it. After the form submits it gives me a validation error of: Content type is not included in the list I have checked the source for attachement_fu and found the image/png in the list of content types so I don't believe that is the proper error message: http://github.com/technoweenie/attachment_fu/blob/master/lib/technoweenie/attachment_fu.rb Does anyone have any ideas on how I can get this to work?

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  • Syntax for documenting JSON structure

    - by Roman A. Taycher
    So I'm trying to document the format of the json returned by an api I am writing against and I'd like to know if there is any popular format for the documentation of json structure. Note I'm not trying to to test or validate anything, I'm just using this for documentation. Also some ways to add comments to non-constants(items always returned w/ the same value) would be nice. This the not totally thought out scheme I'm currently using: Plain names refer to identifiers or types. Some types have type-comment Strings that appear to be constant(always returned for that type of request) strings are "str" Constant Numbers would be just the number Constant null is null Booleans are true/false for constant booleans or Boolean otherwise [a,b,c] are lists with 3 items a,b,c [... ...] is a list of repeating elements of some types/constants/patterns {a:A,b:B,c:c} and {... ...} is the same for a dictionary. example: story := [header,footer] header := {"data":realHeader,"kind":"Listing"} realHeader := {"after": null, "before": null, "children": [{"data": realRealHeader, "kind": "t3"}], "modhash": ""} footer := {"data":AlmostComments,"kind":"Listing"} AlmostComments := {"data": {"after": null, "before": null, "children": comments, "modhash": ""}, "kind": "t1"} comments := [...{"data":comment, "kind":"t1"}...] realRealHeader := {"author": string, "clicked": boolean, "created": int, "created_utc": int, "domain": "code.reddit.com", "downs": int, "hidden": boolean, "id": string-id, "is_self": boolean, "levenshtein": null, "likes": null, "media": null, "media_embed": { }, "name": string-id, "num_comments": int, "over_18": false, "permalink": string-urlLinkToStoryStartingFrom/r, "saved": false, "score": int, "selftext": string, "selftext_html": string-html, "subreddit": string-subredditname, "subreddit_id": string-id, "thumbnail": "", "title": string, "ups": int, "url": "http://code.reddit.com/" } comments := { "author": string, "body": string-body_html-wout-html, "body_html": string-html-formated, "created": int, "created_utc": int, "downs": int, "id": string-id, "levenshtein": null, "likes": null, "link_id": string-id, "name": string-id", "parent_id": string-id, "replies": AlmostComments or null, "subreddit": string-subredditname, "subreddit_id": string-id, "ups": int }

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  • Bouncing off a circular Boundary with multiple balls?

    - by Anarkie
    I am making a game like this : Yellow Smiley has to escape from red smileys, when yellow smiley hits the boundary game is over, when red smileys hit the boundary they should bounce back with the same angle they came, like shown below: Every 10 seconds a new red smiley comes in the big circle, when red smiley hits yellow, game is over, speed and starting angle of red smileys should be random. I control the yellow smiley with arrow keys. The biggest problem I have reflecting the red smileys from the boundary with the angle they came. I don't know how I can give a starting angle to a red smiley and bouncing it with the angle it came. I would be glad for any tips! My js source code : var canvas = document.getElementById("mycanvas"); var ctx = canvas.getContext("2d"); // Object containing some global Smiley properties. var SmileyApp = { radius: 15, xspeed: 0, yspeed: 0, xpos:200, // x-position of smiley ypos: 200 // y-position of smiley }; var SmileyRed = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 65 // y-position of smiley }; var SmileyReds = new Array(); for (var i=0; i<5; i++){ SmileyReds[i] = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 67 // y-position of smiley }; SmileyReds[i].xspeed = Math.floor((Math.random()*50)+1); SmileyReds[i].yspeed = Math.floor((Math.random()*50)+1); } function drawBigCircle() { var centerX = canvas.width / 2; var centerY = canvas.height / 2; var radiusBig = 300; ctx.beginPath(); ctx.arc(centerX, centerY, radiusBig, 0, 2 * Math.PI, false); // context.fillStyle = 'green'; // context.fill(); ctx.lineWidth = 5; // context.strokeStyle = '#003300'; // green ctx.stroke(); } function lineDistance( positionx, positiony ) { var xs = 0; var ys = 0; xs = positionx - 350; xs = xs * xs; ys = positiony - 350; ys = ys * ys; return Math.sqrt( xs + ys ); } function drawSmiley(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.7*r, y); ctx.arc(x,y,0.7*r, 0, Math.PI, false); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } function drawSmileyRed(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; //yellow ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.4*r, y+10); ctx.arc(x,y+10,0.4*r, 0, Math.PI, true); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } // --- Animation of smiley moving with constant speed and bounce back at edges of canvas --- var tprev = 0; // this is used to calculate the time step between two successive calls of run function run(t) { requestAnimationFrame(run); if (t === undefined) { t=0; } var h = t - tprev; // time step tprev = t; SmileyApp.xpos += SmileyApp.xspeed * h/1000; // update position according to constant speed SmileyApp.ypos += SmileyApp.yspeed * h/1000; // update position according to constant speed for (var i=0; i<SmileyReds.length; i++){ SmileyReds[i].xpos += SmileyReds[i].xspeed * h/1000; // update position according to constant speed SmileyReds[i].ypos += SmileyReds[i].yspeed * h/1000; // update position according to constant speed } // change speed direction if smiley hits canvas edges if (lineDistance(SmileyApp.xpos, SmileyApp.ypos) + SmileyApp.radius > 300) { alert("Game Over"); } // redraw smiley at new position ctx.clearRect(0,0,canvas.height, canvas.width); drawBigCircle(); drawSmiley(SmileyApp.xpos, SmileyApp.ypos, SmileyApp.radius); for (var i=0; i<SmileyReds.length; i++){ drawSmileyRed(SmileyReds[i].xpos, SmileyReds[i].ypos, SmileyReds[i].radius); } } // uncomment these two lines to get every going // SmileyApp.speed = 100; run(); // --- Control smiley motion with left/right arrow keys function arrowkeyCB(event) { event.preventDefault(); if (event.keyCode === 37) { // left arrow SmileyApp.xspeed = -100; SmileyApp.yspeed = 0; } else if (event.keyCode === 39) { // right arrow SmileyApp.xspeed = 100; SmileyApp.yspeed = 0; } else if (event.keyCode === 38) { // up arrow SmileyApp.yspeed = -100; SmileyApp.xspeed = 0; } else if (event.keyCode === 40) { // right arrow SmileyApp.yspeed = 100; SmileyApp.xspeed = 0; } } document.addEventListener('keydown', arrowkeyCB, true); JSFiddle : http://jsfiddle.net/gj4Q7/

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  • FlexBuilder compiler bug - IWatcherSetupUtil2 et al

    - by Marty Pitt
    I'm having a problem with FlashBuilder in what is clearly a compiler bug, but I can't track it down. When my project is compiled inside FlashBuilder, I'm getting the following compiler errors: Type was not found or was not a compile-time constant: [mx.binding]::IBindingClient Type was not found or was not a compile-time constant: [mx.binding]::IWatcherSetup2 Type was not found or was not a compile-time constant: [mx.core]::IStateClient2 These errors are reported without a path or location. My project is a flex4 project, moderately complex. It has 6 swc projects, which are referenced within a swf project. (The swf project is the one that's reporting the error). The ANT build script compiles the project fine. The problem exists on more than 1 PC. How do I start tracking down what's causing the problem?

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  • Is there any legitimate use for bare strings in PHP?

    - by Robert
    This question got me thinking about bare strings. When PHP sees a string that's not enclosed in quotes, it first checks to see if it's a constant. If not, it just assumes it's a string and goes on anyway. So for example if I have echo $foo[bar]; If there's a constant called bar it uses that for the array key, but if not then it treats bar as a bare string, so it behaves just like echo $foo["bar"]; This can cause all kinds of problems if at some future date a constant is added with the same name. My question is, is there any situation in which it actually makes sense to use a bare string?

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  • How do I change JAVASCRIPT_DEFAULT_SOURCES for my application?

    - by Adam Lassek
    When you call javascript_include_tag :defaults you usually get: prototype.js, effects.js, dragdrop.js, and controls.js. These are stored in a constant in ActionView::Helpers::AssetTagHelper called 'JAVASCRIPT_DEFAULT_SOURCES`. My application uses jQuery, so I want to replace the Prototype references with something more useful. I added an initializer with these lines, based on the source code from jRails: ActionView::Helpers::AssetTagHelper::JAVASCRIPT_DEFAULT_SOURCES = %w{ jquery-1.4.min jquery-ui jquery.cookie } ActionView::Helpers::AssetTagHelper::reset_javascript_include_default But when I do this, I get: warning: already initialized constant JAVASCRIPT_DEFAULT_SOURCES during startup. What's the correct way of changing this value? In the source code it checks for the constant before setting it, but apparently that happens before it runs the initializer scripts. The Rails 3.0 release will provide much greater flexibility with choice of JS libraries, so I guess this is a problem with an expiration date.

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  • what is order notation f(n)=O(g(n))?

    - by Lopa
    2 questions: question 1: under what circumstances would this[O(f(n))=O(k.f(n))] be the most appropriate form of time-complexity analysis? question 2: working from mathematical definition of O notation, show that O(f(n))=O(k.f(n)), for positive constant k.? My view: For the first one I think it is average case and worst case form of time-complexity. am i right? and what else do i write in that? for the second one I think we need to define the function mathematically, so is the answer something like because the multiplication by a constant just corresponds to a readjustment of value of the arbitrary constant 'k' in definition of O.

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  • Constants by another name

    - by Dave DeLong
    First off, I've seen this question and understand why the following code doesn't work. That is not my question. I have a constant, which is declared like; //Constants.h extern NSString * const MyConstant; //Constants.m NSString * const MyConstant = @"MyConstant"; However, in certain contexts, it's more useful to have this constant have a much more descriptive name, like MyReallySpecificConstant. I was hoping to do: //SpecificConstants.h extern NSString * const MyReallySpecificConstant; //SpecificConstants.m #import "Constants.h" NSString * const MyReallySpecificConstant = MyConstant; Obviously I cannot do this (which is explained in the linked question above). My question is: How else (besides something like #define MyReallySpecificConstant MyConstant) can I provide a single constant under multiple names?

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  • Expression.Call() to String.Equals() throws error

    - by Sam
    The following code: var constant = Expression.Constant("find me", typeof(string)); // memberExpression evaluates to a string var predicate = Expression.Call(memberExpression, "Equals", null, constant); is throwing the error More than one method 'Equals' on type 'System.String' is compatible with the supplied arguments. I'm guessing that's because there's Equals(Object) and Equals(String) - is there any way for me to specify which method I mean to use via the overload of Expression.Call() that takes an instance method name as a string? Or do I have to make a special case for calls to Equals() to take a MethodInfo instead?

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  • Why would this line throw exception for type initializer failed?

    - by Jaggu
    I had a class: public class Constant { public static string ConnString = ConfigurationManager.ConnectionStrings["ConnString"].ConnectionString; } which would throw exception on LIVE: Type initialize failed for Constant ctor If I change the class to: public class Constant { public static string ConnString { get { return ConfigurationManager.ConnectionStrings["ConnString"].ConnectionString; } } } it works. I wasted 2 hours behind this but I still don't know why would this happen. Any ideas? Note: The 1st class used to work on DEV environment but not on LIVE. The 2nd class works on DEV and also on Production. I am using VS2010 on production and Asp.Net 4.0 Website project. I am totally amazed by this inconsistency to say the least! Edit: This class was in App_Code folder.

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  • How can I create different DLLs in one project?

    - by jaloplo
    I have a question I don't know if it can be solved. I have one C# project on Visual Studio 2005 and I want to create different DLL names depending on a preprocessor constant. What I have in this moment is the preprocessor constant, two snk files and two assembly's guid. I also create two configurations (Debug and Debug Preprocessor) and they compile perfectly using the snk and guid appropiate. #if PREPROCESSOR_CONSTANT [assembly: AssemblyTitle("MyLibraryConstant")] [assembly: AssemblyProduct("MyLibraryConstant")] #else [assembly: AssemblyTitle("MyLibrary")] [assembly: AssemblyProduct("MyLibrary")] #endif Now, I have to put the two assemblies into the GAC. The first assembly is added without problems but the second isn't. What can I do to create two or more different assemblies from one Visual Studio project? It's possible that I forgot to include a new line on "AssemblyInfo.cs" to change the DLL name depending on the preprocessor constant?

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  • Delphi constants and references

    - by Sambatyon
    I want to pass constant references to functions in delphi, so I am sure that the referenced object won't change and to save time and memory. So I want to declare a function like function foo(var const Value : Bar) : Boolean; however this is not allowed. I thought constant values would be automatically sent as references. However I found out that it is not the case (getting the address of an object before sending it to the function gives me $12F50C and the address of the same object inside the function is $12F564) What can I do to send constant references?

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  • C++ initializing constants and inheritance

    - by pingvinus
    I want to initialize constant in child-class, instead of base class. And use it to get rid of dynamic memory allocation (I know array sizes already, and there will be a few child-classes with different constants). So I try: class A { public: const int x; A() : x(0) {} A(int x) : x(x) {} void f() { double y[this->x]; } }; class B : A { B() : A(2) {} }; Pretty simple, but compiler says: error C2057: expected constant expression How can I say to compiler, that it is really a constant?

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

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

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  • sfConfig::get is not returning constants defined in app.yml

    - by morpheous
    I have an interesting problem. I am using Symfony 1.3.2. I have defined some constants in project/apps/frontend/config/app.yml and project/config/app.yml When I use the constant (correct spelling) in a piece of code like this $test=sfConfig::get('app_foobar'); the variable $test is assigned a null value. This is what I have checked so far: CHECK: cache files generated? (YES) CHECK: Do the cache files (config_app.yml.php) in the cache directory contain the constants defined in the app.yml file (YES) CHECK: Constant names used in the code matches the array keys found in config_app.yml? (YES) At this stage, I have run out of ideas. I dont want to supply a default value as a hack, because when I need to change the value of the constant, I will have to replace this in potentially hundreds of instances (too error prone). Is there anything that I have missed?. What could be causing this?

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  • Where is BuildConfig.DEBUG?

    - by Ollie C
    My project doesn't seem to be aware of this new constant that's apparently auto-generated in Android Tools r17 builds: "Added a feature that allows you to run some code only in debug mode. Builds now generate a class called BuildConfig containing a DEBUG constant that is automatically set according to your build type. You can check the (BuildConfig.DEBUG) constant in your code to run debug-only functions such as outputting debug logs." I've confirmed that this class is not being auto-generated anywhere in my project by the new tools. I deleted all project outputs (including all gen folders) and rebuilt, and only R.java classes are being generated. Why are the tools not generating the BuildConfig class? It may be relevant that I'm using IntelliJ.

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  • Python CSV file processing

    - by kingwarchief
    I just got introduced to python, the first language I get to learn, and I have this question below: I have an excel based CSV file with two columns (or rows, Pythonically) that I am working on. What I need to do is to perform some operations so that I can compare the two data entries in each 'row'. To be more precise, one column has constant numbers all the way down, whereas the other column varies. So I need to count the number of times the varying column data entry values crosses the constant value on the other column. For example: Varying Column; Constant Column 24 25 26 25 crosses 27 25 26 25 25.5 25 23 25 crossed 26 25 crossed So in this case the number of times there is a cross

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  • Python code to do csv file row entries comparison operations and count the number of times row value

    - by Venomancer
    have an excel based CSV file with two columns (or rows, Pythonically) that I am working on. What I need to do is to perform some operations so that I can compare the two data entries in each 'row'. To be more precise, one column has constant numbers all the way down, whereas the other column has varying values. So I need to count the number of times the varying column data entry values crosses the constant value on the other column. For example, fro the csv file i have two columns: Varying Column; Constant Column 24 25 26 25 crossed 27 25 26 25 25.5 25 23 25 crossed 26 25 crossed Thus, the varying column data entries have crossed 25 three times. I need to generate a code that can count the number of the crosses. Please do help out, Thanks.

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  • C: stdin and std* errs

    - by user355926
    I want to my manipulate Stdin, then Std* but some errs: $ gcc testFd.c testFd.c:9: error: initializer element is not constant testFd.c:9: warning: data definition has no type or storage class testFd.c:10: error: redefinition of `fd' testFd.c:9: error: `fd' previously defined here testFd.c:10: error: `mode' undeclared here (not in a function) testFd.c:10: error: initializer element is not constant testFd.c:10: warning: data definition has no type or storage class testFd.c:12: error: syntax error before string constant $ cat testFd.c #include <stdio.h> #include <sys/ioctl.h> int STDIN_FILENO = 1; // I want to access typed // Shell commands, dunno about the value: unsigned long F_DUPFD; fd = fcntl(STDIN_FILENO, F_DUPFD, 0); fd = open("/dev/fd/0", mode); printf("STDIN = %s", fd);

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  • aligning extern constants (gcc)

    - by ~buratinas
    I want to make some static constants globally visible. I'm pretty familiar how to do that in C++. The problem is that these constants need to be aligned to some exotic boundary. Do I have to specify the alignment in extern declaration? I'm using GCC4.5 in *.cpp file static const constant_t constant __attribute__((aligned(64))) = {blah,blah,blah}; in *.h file //Which one is correct? extern const constant_t constant; extern const constant_t constant __attribute__((aligned(64)));

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  • Is void *p = 0L valid?

    - by Artefacto
    In this answer, sassman initializes a pointer with: zend_class_entry* ce = 0L; My question is – is this valid? I would say it isn't, to initialize the variable with a null pointer either an unadorned (and possibly casted to void *) 0 constant, or some macro that evaluates to that such as NULL should be used. However, I can't find definitive language in the standard that supports this interpretation. All it says is: An integer constant expression with the value 0, or such an expression cast to type void *, is called a null pointer constant.

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  • How to define an array inside a function in C?

    - by Arunav Dev
    So in my source file I have the folowin function: void update(state* old_state, state* measurement, uint32_t size) { state new_state[size]; //some function using measurement and old_state and returning the result in newstate arm_fadd_32(measurement,old_state,newstate,size); // rest of the code } Now the compiler throws an error saying that error#28:expression must have a constant value. I think it's due to the fact that even though inside the method the size local variable is not changing the compiler is expecting a constant while defining the size. I have tried the following: int const a = size; and then tried to reinitialize it says constant value is not known. I did some research in internet and it appears that there is no easier way without using malloc, which I don't want to since I am using the code for some embedded application. Is there a way to avoid this problem without really using malloc? Thanks in advance guys!

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  • C++/boost generator module, feedback/critic please

    - by aaa
    hello. I wrote this generator, and I think to submit to boost people. Can you give me some feedback about it it basically allows to collapse multidimensional loops to flat multi-index queue. Loop can be boost lambda expressions. Main reason for doing this is to make parallel loops easier and separate algorithm from controlling structure (my fieldwork is computational chemistry where deep loops are common) 1 #ifndef _GENERATOR_HPP_ 2 #define _GENERATOR_HPP_ 3 4 #include <boost/array.hpp> 5 #include <boost/lambda/lambda.hpp> 6 #include <boost/noncopyable.hpp> 7 8 #include <boost/mpl/bool.hpp> 9 #include <boost/mpl/int.hpp> 10 #include <boost/mpl/for_each.hpp> 11 #include <boost/mpl/range_c.hpp> 12 #include <boost/mpl/vector.hpp> 13 #include <boost/mpl/transform.hpp> 14 #include <boost/mpl/erase.hpp> 15 16 #include <boost/fusion/include/vector.hpp> 17 #include <boost/fusion/include/for_each.hpp> 18 #include <boost/fusion/include/at_c.hpp> 19 #include <boost/fusion/mpl.hpp> 20 #include <boost/fusion/include/as_vector.hpp> 21 22 #include <memory> 23 24 /** 25 for loop generator which can use lambda expressions. 26 27 For example: 28 @code 29 using namespace generator; 30 using namespace boost::lambda; 31 make_for(N, N, range(bind(std::max<int>, _1, _2), N), range(_2, _3+1)); 32 // equivalent to pseudocode 33 // for l=0,N: for k=0,N: for j=max(l,k),N: for i=k,j 34 @endcode 35 36 If range is given as upper bound only, 37 lower bound is assumed to be default constructed 38 Lambda placeholders may only reference first three indices. 39 */ 40 41 namespace generator { 42 namespace detail { 43 44 using boost::lambda::constant_type; 45 using boost::lambda::constant; 46 47 /// lambda expression identity 48 template<class E, class enable = void> 49 struct lambda { 50 typedef E type; 51 }; 52 53 /// transform/construct constant lambda expression from non-lambda 54 template<class E> 55 struct lambda<E, typename boost::disable_if< 56 boost::lambda::is_lambda_functor<E> >::type> 57 { 58 struct constant : boost::lambda::constant_type<E>::type { 59 typedef typename boost::lambda::constant_type<E>::type base_type; 60 constant() : base_type(boost::lambda::constant(E())) {} 61 constant(const E &e) : base_type(boost::lambda::constant(e)) {} 62 }; 63 typedef constant type; 64 }; 65 66 /// range functor 67 template<class L, class U> 68 struct range_ { 69 typedef boost::array<int,4> index_type; 70 range_(U upper) : bounds_(typename lambda<L>::type(), upper) {} 71 range_(L lower, U upper) : bounds_(lower, upper) {} 72 73 template< typename T, size_t N> 74 T lower(const boost::array<T,N> &index) { 75 return bound<0>(index); 76 } 77 78 template< typename T, size_t N> 79 T upper(const boost::array<T,N> &index) { 80 return bound<1>(index); 81 } 82 83 private: 84 template<bool b, typename T> 85 T bound(const boost::array<T,1> &index) { 86 return (boost::fusion::at_c<b>(bounds_))(index[0]); 87 } 88 89 template<bool b, typename T> 90 T bound(const boost::array<T,2> &index) { 91 return (boost::fusion::at_c<b>(bounds_))(index[0], index[1]); 92 } 93 94 template<bool b, typename T, size_t N> 95 T bound(const boost::array<T,N> &index) { 96 using boost::fusion::at_c; 97 return (at_c<b>(bounds_))(index[0], index[1], index[2]); 98 } 99 100 boost::fusion::vector<typename lambda<L>::type, 101 typename lambda<U>::type> bounds_; 102 }; 103 104 template<typename T, size_t N> 105 struct for_base { 106 typedef boost::array<T,N> value_type; 107 virtual ~for_base() {} 108 virtual value_type next() = 0; 109 }; 110 111 /// N-index generator 112 template<typename T, size_t N, class R, class I> 113 struct for_ : for_base<T,N> { 114 typedef typename for_base<T,N>::value_type value_type; 115 typedef R range_tuple; 116 for_(const range_tuple &r) : r_(r), state_(true) { 117 boost::fusion::for_each(r_, initialize(index)); 118 } 119 /// @return new generator 120 for_* new_() { return new for_(r_); } 121 /// @return next index value and increment 122 value_type next() { 123 value_type next; 124 using namespace boost::lambda; 125 typename value_type::iterator n = next.begin(); 126 typename value_type::iterator i = index.begin(); 127 boost::mpl::for_each<I>(*(var(n))++ = var(i)[_1]); 128 129 state_ = advance<N>(r_, index); 130 return next; 131 } 132 /// @return false if out of bounds, true otherwise 133 operator bool() { return state_; } 134 135 private: 136 /// initialize indices 137 struct initialize { 138 value_type &index_; 139 mutable size_t i_; 140 initialize(value_type &index) : index_(index), i_(0) {} 141 template<class R_> void operator()(R_& r) const { 142 index_[i_++] = r.lower(index_); 143 } 144 }; 145 146 /// advance index[0:M) 147 template<size_t M> 148 struct advance { 149 /// stop recursion 150 struct stop { 151 stop(R r, value_type &index) {} 152 }; 153 /// advance index 154 /// @param r range tuple 155 /// @param index index array 156 advance(R &r, value_type &index) : index_(index), i_(0) { 157 namespace fusion = boost::fusion; 158 index[M-1] += 1; // increment index 159 fusion::for_each(r, *this); // update indices 160 state_ = index[M-1] >= fusion::at_c<M-1>(r).upper(index); 161 if (state_) { // out of bounds 162 typename boost::mpl::if_c<(M > 1), 163 advance<M-1>, stop>::type(r, index); 164 } 165 } 166 /// apply lower bound of range to index 167 template<typename R_> void operator()(R_& r) const { 168 if (i_ >= M) index_[i_] = r.lower(index_); 169 ++i_; 170 } 171 /// @return false if out of bounds, true otherwise 172 operator bool() { return state_; } 173 private: 174 value_type &index_; ///< index array reference 175 mutable size_t i_; ///< running index 176 bool state_; ///< out of bounds state 177 }; 178 179 value_type index; 180 range_tuple r_; 181 bool state_; 182 }; 183 184 185 /// polymorphic generator template base 186 template<typename T,size_t N> 187 struct For : boost::noncopyable { 188 typedef boost::array<T,N> value_type; 189 /// @return next index value and increment 190 value_type next() { return for_->next(); } 191 /// @return false if out of bounds, true otherwise 192 operator bool() const { return for_; } 193 protected: 194 /// reset smart pointer 195 void reset(for_base<T,N> *f) { for_.reset(f); } 196 std::auto_ptr<for_base<T,N> > for_; 197 }; 198 199 /// range [T,R) type 200 template<typename T, typename R> 201 struct range_type { 202 typedef range_<T,R> type; 203 }; 204 205 /// range identity specialization 206 template<typename T, class L, class U> 207 struct range_type<T, range_<L,U> > { 208 typedef range_<L,U> type; 209 }; 210 211 namespace fusion = boost::fusion; 212 namespace mpl = boost::mpl; 213 214 template<typename T, size_t N, class R1, class R2, class R3, class R4> 215 struct range_tuple { 216 // full range vector 217 typedef typename mpl::vector<R1,R2,R3,R4> v; 218 typedef typename mpl::end<v>::type end; 219 typedef typename mpl::advance_c<typename mpl::begin<v>::type, N>::type pos; 220 // [0:N) range vector 221 typedef typename mpl::erase<v, pos, end>::type t; 222 // transform into proper range fusion::vector 223 typedef typename fusion::result_of::as_vector< 224 typename mpl::transform<t,range_type<T, mpl::_1> >::type 225 >::type type; 226 }; 227 228 229 template<typename T, size_t N, 230 class R1, class R2, class R3, class R4, 231 class O> 232 struct for_type { 233 typedef typename range_tuple<T,N,R1,R2,R3,R4>::type range_tuple; 234 typedef for_<T, N, range_tuple, O> type; 235 }; 236 237 } // namespace detail 238 239 240 /// default index order, [0:N) 241 template<size_t N> 242 struct order { 243 typedef boost::mpl::range_c<size_t,0, N> type; 244 }; 245 246 /// N-loop generator, 0 < N <= 5 247 /// @tparam T index type 248 /// @tparam N number of indices/loops 249 /// @tparam R1,... range types 250 /// @tparam O index order 251 template<typename T, size_t N, 252 class R1, class R2 = void, class R3 = void, class R4 = void, 253 class O = typename order<N>::type> 254 struct for_ : detail::for_type<T, N, R1, R2, R3, R4, O>::type { 255 typedef typename detail::for_type<T, N, R1, R2, R3, R4, O>::type base_type; 256 typedef typename base_type::range_tuple range_tuple; 257 for_(const range_tuple &range) : base_type(range) {} 258 }; 259 260 /// loop range [L:U) 261 /// @tparam L lower bound type 262 /// @tparam U upper bound type 263 /// @return range 264 template<class L, class U> 265 detail::range_<L,U> range(L lower, U upper) { 266 return detail::range_<L,U>(lower, upper); 267 } 268 269 /// make 4-loop generator with specified index ordering 270 template<typename T, class R1, class R2, class R3, class R4, class O> 271 for_<T, 4, R1, R2, R3, R4, O> 272 make_for(R1 r1, R2 r2, R3 r3, R4 r4, const O&) { 273 typedef for_<T, 4, R1, R2, R3, R4, O> F; 274 return F(F::range_tuple(r1, r2, r3, r4)); 275 } 276 277 /// polymorphic generator template forward declaration 278 template<typename T,size_t N> 279 struct For; 280 281 /// polymorphic 4-loop generator 282 template<typename T> 283 struct For<T,4> : detail::For<T,4> { 284 /// generator with default index ordering 285 template<class R1, class R2, class R3, class R4> 286 For(R1 r1, R2 r2, R3 r3, R4 r4) { 287 this->reset(make_for<T>(r1, r2, r3, r4).new_()); 288 } 289 /// generator with specified index ordering 290 template<class R1, class R2, class R3, class R4, class O> 291 For(R1 r1, R2 r2, R3 r3, R4 r4, O o) { 292 this->reset(make_for<T>(r1, r2, r3, r4, o).new_()); 293 } 294 }; 295 296 } 297 298 299 #endif /* _GENERATOR_HPP_ */

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